Exemple #1
0
    public static ArrayMesh AddNoiseToMesh(PlaneMesh plane, float[,] noiseMap, int chunkSize, int heightMultiplier, Curve heightCurve)
    {
        SurfaceTool st = new SurfaceTool();

        st.CreateFrom(plane, 0);
        ArrayMesh    mesh = new ArrayMesh();
        MeshDataTool dt   = new MeshDataTool();

        mesh = st.Commit();
        dt.CreateFromSurface(mesh, 0);
        for (int y = 0; y < chunkSize; y++)
        {
            for (int x = 0; x < chunkSize; x++)
            {
                int     z           = y;
                int     vertexIndex = z * chunkSize + x;
                Vector3 vertex      = dt.GetVertex(vertexIndex);
                vertex.y = heightCurve.Interpolate(noiseMap[chunkSize - x - 1, chunkSize - z - 1]) * heightMultiplier;
                dt.SetVertex(vertexIndex, vertex);
            }
        }
        for (int surface = 0; surface < mesh.GetSurfaceCount(); surface++)
        {
            mesh.SurfaceRemove(surface);
        }
        dt.CommitToSurface(mesh);
        st.Begin(Mesh.PrimitiveType.Triangles);
        st.CreateFrom(mesh, 0);
        st.Index();
        st.GenerateNormals();
        return(st.Commit());
    }
Exemple #2
0
    public void Generate()
    {
        planeMesh                = new PlaneMesh();
        planeMesh.Size           = new Vector2(chunkSize, chunkSize);
        planeMesh.SubdivideDepth = Mathf.RoundToInt(chunkSize * 0.5f);
        planeMesh.SubdivideWidth = Mathf.RoundToInt(chunkSize * 0.5f);

        surfaceTool  = new SurfaceTool();
        meshDataTool = new MeshDataTool();
        surfaceTool.CreateFrom(planeMesh, 0);
        arrayPlane = surfaceTool.Commit();
        meshDataTool.CreateFromSurface(arrayPlane, 0);

        for (int i = 0; i < meshDataTool.GetVertexCount(); i++)
        {
            Vector3 vertex = meshDataTool.GetVertex(i);
            vertex.y = noise.GetNoise3d(
                vertex.x + position.x,
                vertex.y,
                vertex.z + position.z) * References.steepness;

            meshDataTool.SetVertex(i, vertex);
            avgHeight += vertex.y;
        }
        avgHeight /= meshDataTool.GetVertexCount();

        for (int i = 0; i < arrayPlane.GetSurfaceCount(); i++)
        {
            arrayPlane.SurfaceRemove(i);
        }

        for (int i = 0; i < meshDataTool.GetFaceCount(); i++)
        {
            Vector3 A      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 0));
            Vector3 B      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 1));
            Vector3 C      = meshDataTool.GetVertex(meshDataTool.GetFaceVertex(i, 2));
            Vector3 face   = (A + B + C) / 3 + position;
            Vector3 normal = meshDataTool.GetFaceNormal(i);
            slope += Maths.Angle(Vector3.Up, normal);
        }
        slope /= meshDataTool.GetFaceCount();

        meshDataTool.CommitToSurface(arrayPlane);
        surfaceTool.Begin(Mesh.PrimitiveType.Triangles);
        surfaceTool.CreateFrom(arrayPlane, 0);
        surfaceTool.GenerateNormals();

        meshInstance      = new MeshInstance();
        meshInstance.Mesh = surfaceTool.Commit();
        meshInstance.SetSurfaceMaterial(0, (Material)ResourceLoader.Load("res://Assets/Shader/Terrain.material"));
        meshInstance.CreateTrimeshCollision();
        meshInstance.CastShadow = GeometryInstance.ShadowCastingSetting.On;
        AddChild(meshInstance);
    }
    private void Deform()
    {
        var sn = new OpenSimplexNoise();

        sn.Period      = Period;
        sn.Octaves     = Octaves;
        sn.Seed        = Seed;
        sn.Persistence = Persistence;
        sn.Lacunarity  = Lacunarity;

        var mesh = sphere.Mesh;
        var st   = new SurfaceTool();

        st.CreateFrom(mesh, 0);

        var array = st.Commit();

        var dt = new MeshDataTool();

        dt.CreateFromSurface(array, 0);

        var count  = dt.GetVertexCount();
        var origin = Vector3.Zero;

        for (int i = 0; i < count; i++)
        {
            var vertex = dt.GetVertex(i);
            var n      = -vertex.DirectionTo(origin);
            var noise  = sn.GetNoise3d(vertex.x, vertex.y, vertex.z);
            noise   = Mathf.Clamp(noise, -1f, 1f);
            vertex += n * noise * MoveFactor;
            dt.SetVertex(i, vertex);
        }
        var surfCount = array.GetSurfaceCount();

        for (int i = 0; i < surfCount; i++)
        {
            array.SurfaceRemove(i);
        }

        dt.CommitToSurface(array);
        st.Begin(Mesh.PrimitiveType.Triangles);
        st.CreateFrom(array, 0);
        st.GenerateNormals();

        sphere.Mesh = st.Commit();

        UpdateMaterial();
    }
Exemple #4
0
    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        global = GetNode <Global>("/root/Global");
        OnStartTimerTimeout();

        CharacterContainer = GetNode <Spatial>("/root/Spatial/CharacterContainer");

        SurfaceTool surfaceTool = new SurfaceTool();

        planeMesh                = new PlaneMesh();
        planeMesh.Material       = (Material)ResourceLoader.Load("mesh_material.tres");
        planeMesh.SubdivideWidth = width - 2;               //Subtract two bc there's already two vertices before we start subdividing
        planeMesh.SubdivideDepth = height - 2;
        planeMesh.Size           = new Vector2(42.4f, 24f); //42.47f (42.4f, 24f)

        surfaceTool.CreateFrom(planeMesh, 0);

        arrayPlane = surfaceTool.Commit();


        meshInstance      = new MeshInstance();
        meshInstance.Mesh = arrayPlane;


        NewDetectedBody();
        AddChild(meshInstance);
        AddChild(detectBody);


        UpdateShapes();
    }
Exemple #5
0
    private void Generate()
    {
        if (!_initialized)
        {
            return;
        }

        _surfaceTool.Clear();
        _meshDataTool.Clear();
        _surfaceTool.CreateFrom(_meshInstance.Mesh, 0);
        _meshDataTool.CreateFromSurface(_surfaceTool.Commit(), 0);

        int numVertices = _meshDataTool.GetVertexCount();

        _data = new float[numVertices];

        for (int i = 0; i < numVertices; i++)
        {
            Vector3 vertex = _meshDataTool.GetVertex(i);
            _data[i] = Amplitude * _noise.GetNoise2d(vertex.x, vertex.z);
            _meshDataTool.SetVertex(i, new Vector3(vertex.x, _data[i], vertex.z));
            _meshDataTool.SetVertexNormal(i, Vector3.Up);
        }

        for (int i = 0; i < numVertices - _resX; i++)
        {
            Vector3 a = _meshDataTool.GetVertex(i);
            Vector3 b = _meshDataTool.GetVertex(i + 1);
            Vector3 c = _meshDataTool.GetVertex(i + _resX);

            Vector3 normal = (c - a).Cross(b - a);

            for (int j = i; j < i + 3; j++)
            {
                _meshDataTool.SetVertexNormal(j, _meshDataTool.GetVertexNormal(j) + normal);
            }
        }

        for (int i = 0; i < numVertices; i++)
        {
            _meshDataTool.SetVertexNormal(i, _meshDataTool.GetVertexNormal(i).Normalized());
        }

        ArrayMesh newMesh = new ArrayMesh();

        _meshDataTool.CommitToSurface(newMesh);
        _meshInstance.Mesh = newMesh;
        _meshInstance.RemoveChild(_meshInstance.GetChild(0));
        _meshInstance.CreateTrimeshCollision();
    }
    public void Generate()
    {
        verts   = new List <Vector3>();
        indices = new List <int>();
        index   = 0;
        faces   = new List <TriangleIndices>();
        middlePointIndexCache = new System.Collections.Generic.Dictionary <long, int>();
        CreateIcosphere();
        SurfaceTool st = new SurfaceTool();
        var         am = CreateTheMesh();

        st.CreateFrom(am, 0);
        st.GenerateNormals();
        Mesh = st.Commit();
    }
Exemple #7
0
    public override void _Ready()
    {
        var mesh = new PlaneMesh();

        mesh.Size           = new Vector2(size, size);
        mesh.SubdivideDepth = 3;
        mesh.SubdivideWidth = (int)position.x == 0 ? (int)size : 3;

        var surface_tool = new SurfaceTool();

        surface_tool.CreateFrom(mesh, 0);
        var mesh_tool = new MeshDataTool();

        mesh_tool.CreateFromSurface(surface_tool.Commit(), 0);

        var biome = GetBiome(/*hydro_noise.GetNoise2dv(position / size), */ heat_noise.GetNoise2d(position.x / size / 10.0f, position.y));

        for (int i = 0; i < mesh_tool.GetVertexCount(); ++i)
        {
            var vertex            = mesh_tool.GetVertex(i);
            var vertex_global_pos = position + new Vector2(vertex.x, vertex.z);

            var height_noise_val = height_noise.GetNoise2dv(vertex_global_pos);
            vertex.y = height_noise_val * 20;
            var color_factor = (height_noise_val + 1) / 2.0f;

            var hydro_val = (int)Math.Round(hydro_noise.GetNoise2dv(vertex_global_pos));

            if ((int)vertex.x == 0 && (int)position.x == 0)
            {
                mesh_tool.SetVertexColor(i, new Color(color_factor, color_factor / 2, 0.0f));
            }
            else if (hydro_val == -1)
            {
                mesh_tool.SetVertexColor(i, biome.dry_color * color_factor);
            }
            else if (hydro_val == 1)
            {
                mesh_tool.SetVertexColor(i, biome.humid_color * color_factor);
            }
            else
            {
                mesh_tool.SetVertexColor(i, biome.ground_color * color_factor);
            }
            mesh_tool.SetVertex(i, vertex);
        }

        /*if (base_tree_mesh == null && ResourceLoader.Exists("res://assets/tree.obj"))
         * {
         *      base_tree_mesh = ResourceLoader.Load<Mesh>("res://assets/tree.obj");
         * }
         * if (base_tree_material == null && ResourceLoader.Exists("res://assets/tree.tres"))
         * {
         *      Console.WriteLine("OK");
         *      base_tree_material = ResourceLoader.Load<SpatialMaterial>("res://assets/tree.tres");
         * }
         *
         * MultiMesh trees = new MultiMesh();
         * trees.Mesh = base_tree_mesh;
         * trees.TransformFormat = MultiMesh.TransformFormatEnum.Transform3d;
         *
         * if ((int)position.x == 0)
         * {
         *      var points1 = Utility.UniformPoissonDiskSampler.SampleRectangle(-new Vector2(size, size) / 2, new Vector2(-5, size / 2.0f), biome.tree_spacing);
         *      var points2 = Utility.UniformPoissonDiskSampler.SampleRectangle(new Vector2(5, 0), new Vector2(size, size) / 2, biome.tree_spacing);
         *      trees.InstanceCount = points1.Count + points2.Count;
         *
         *      int i = 0;
         *      foreach (var p in points1)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         *
         *      foreach (var p in points2)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         * }
         * else
         * {
         *      var points = Utility.UniformPoissonDiskSampler.SampleRectangle(-new Vector2(size, size) / 2, new Vector2(size, size) / 2, biome.tree_spacing);
         *      trees.InstanceCount = points.Count;
         *      int i = 0;
         *      foreach (var p in points)
         *      {
         *              trees.SetInstanceTransform(i, Transform.Identity.Scaled(new Vector3(1, biome.tree_size, 1)).Translated(new Vector3(p.x, height_noise.GetNoise2dv(position + p) * 20, p.y)));
         ++i;
         *      }
         * }
         *
         * MultiMeshInstance child = new MultiMeshInstance();
         * child.Multimesh = trees;
         * child.MaterialOverride = base_tree_material;
         * AddChild(child);*/

        var array = new ArrayMesh();

        mesh_tool.CommitToSurface(array);
        Mesh = array;

        if (base_shader == null && ResourceLoader.Exists("res://assets/chunk_shader.tres"))
        {
            base_shader = ResourceLoader.Load <ShaderMaterial>("res://assets/chunk_shader.tres");
        }
        var shader = base_shader;

        MaterialOverride = shader;
    }