//----Noise functions----\\
    #region Noise Functions
    //Density function for the marching cube algorithm
    public static float Density(float3 point, TerrainGenerationData data)
    {
        point *= data.scale;
        float density = (point.y - data.floorHeight) * data.floorFactor;

        //return density + data.offset;
        density += SimplexNoiseOctaves(point, data.noise1);
        density += CellularNoiseOctaves(point, data.noise2);
        density += CellularNoise2Octaves(point, data.noise3);

        /*
         * if (density < -10)
         * {
         *  density = CellularNoise2Octaves(point, data.noise3);
         * }
         */
        return(density + data.offset);
    }
Exemple #2
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    //Generates the MarchingCube mesh
    public void GenerateMesh(TerrainGenerationData _terrainGenerationData, TerrainColorData _terrainColorData, Vector3Int chunkPos, TerrainGenerator _terrain, int[] _triTable, float3[] _edgeTable, float3[] _edgeTable2, int LOD = 0, bool resetMesh = true, bool immediate = false)
    {
        Stopwatch stopwatch = new Stopwatch();

        stopwatch.Start();
        if (resetMesh)
        {
            GetComponent <MeshFilter>().sharedMesh = new Mesh();
        }
        completed             = false;
        terrainGenerationData = _terrainGenerationData;
        terrainColorData      = _terrainColorData;
        terrain       = _terrain;
        chunkPosition = chunkPos;
        int resolution = terrainGenerationData.resolution - LOD;

        voxels         = new NativeArray <float>((resolution + 2) * (resolution + 2) * (resolution + 2), Allocator.Persistent);
        vertices       = new NativeArray <float3>(12 * resolution * resolution * resolution, Allocator.Persistent);
        finalVertices  = new NativeList <Vector3>(Allocator.Persistent);
        triangles      = new NativeArray <int>(16 * resolution * resolution * resolution, Allocator.Persistent);
        finalTriangles = new NativeList <int>(Allocator.Persistent);
        colors         = new NativeArray <Color>(12 * resolution * resolution * resolution, Allocator.Persistent);
        finalColors    = new NativeList <Color>(Allocator.Persistent);
        triTable       = new NativeArray <int>(_triTable.Length, Allocator.Persistent);
        edgeTable      = new NativeArray <float3>(12, Allocator.Persistent);
        edgeTable2     = new NativeArray <float3>(12, Allocator.Persistent);
        edgeTable.CopyFrom(_edgeTable);
        edgeTable2.CopyFrom(_edgeTable2);
        triTable.CopyFrom(_triTable);
        if (_terrainGenerationData.usePregeneratedVoxelData)
        {
            MarchingCubeVoxelJob voxelJob = new MarchingCubeVoxelJob()
            {
                voxels                = voxels,
                chunkPosition         = new float3(chunkPosition.x * 10, chunkPosition.y * 10, chunkPosition.z * 10),
                scale                 = (float)10 / (float)resolution,
                resolution            = resolution + 2,
                terrainGenerationData = _terrainGenerationData
            };
            voxelHandle = voxelJob.Schedule((resolution + 2) * (resolution + 2) * (resolution + 2), 64);
        }
        MarchingCubeJob job = new MarchingCubeJob()
        {
            edgeTable             = edgeTable,
            edgeTable2            = edgeTable2,
            scale                 = (float)10 / (float)resolution,
            LOD                   = LOD,
            voxels                = voxels,
            resolution            = resolution,
            triangulationTable    = triTable,
            chunkPosition         = new float3(chunkPosition.x * 10, chunkPosition.y * 10, chunkPosition.z * 10),
            vertices              = vertices,
            triangles             = triangles,
            colors                = colors,
            terrainGenerationData = _terrainGenerationData,
            terrainColorData      = _terrainColorData
        };

        if (_terrainGenerationData.usePregeneratedVoxelData)
        {
            jobHandle = job.Schedule(resolution * resolution * resolution, 64, voxelHandle);
        }
        else
        {
            jobHandle = job.Schedule(resolution * resolution * resolution, 64);
        }


        MarchingCubeOptimizeJob optimize = new MarchingCubeOptimizeJob()
        {
            vertices       = vertices,
            finalVertices  = finalVertices,
            triangles      = triangles,
            finalTriangles = finalTriangles,
            colors         = colors,
            finalColors    = finalColors
        };

        optimizeHandle = optimize.Schedule(jobHandle);

        if (immediate)
        {
            CompleteChunkJob();
            stopwatch.Stop();
            UnityEngine.Debug.Log(stopwatch.ElapsedMilliseconds);
        }
    }