Exemple #1
0
        /// <summary>
        /// Sets the material of the voxel at the given world position.
        /// </summary>
        /// <param name="worldPos"></param>
        /// <param name="val"></param>
        public void setMaterialFromWorldPos(Vector3 worldPos, byte val)
        {
            worldPos = worldPos - position;
            Vector3I arrayPos = new Vector3I((int)Math.Round(worldPos.x) / NodeManager.LODSize[LOD],
                                             (int)Math.Round(worldPos.y) / NodeManager.LODSize[LOD],
                                             (int)Math.Round(worldPos.z) / NodeManager.LODSize[LOD]);

            if (arrayPos.x < -1 || arrayPos.x > 17 ||
                arrayPos.y < -1 || arrayPos.y > 17 ||
                arrayPos.z < -1 || arrayPos.z > 17)
            {
                Debug.Log("Wrong node. " + arrayPos);
                return;
            }

            bool change = (densityChangeData.getMaterial(arrayPos.x, arrayPos.y, arrayPos.z) != val);

            densityChangeData.setMaterial(arrayPos.x, arrayPos.y, arrayPos.z, val);

            if (change)
            {
                setPermanence(true);
                hasDensityChangeData = true;
                MeshFactory.requestSave(this);
            }
        }
Exemple #2
0
        /// <summary>
        /// Generates the mesh data
        /// </summary>
        public static void GenerateMeshData(MeshRequest request)
        {
            MeshData meshData = new MeshData();

            request.meshData = meshData;

            //Check if the node requesting a generation has been disposed
            if (request == null || request.node.disposed)
            {
                meshData.triangleArray = new Vector3[0];
                meshData.indexArray    = new int[0][];
                meshData.uvArray       = new Vector2[0];
                meshData.normalArray   = new Vector3[0];
                request.isDone         = true;
                return;
            }

            DensityData densityArray = request.densities;

            Vector3[, ,] densityNormals = new Vector3[17, 17, 17];
            List <Triangle> triangleList  = new List <Triangle>();
            List <int>      subMeshIDList = new List <int>();

            int[] subMeshTriCount = new int[QuixelEngine.materials.Length];
            Node  node            = request.node;

            request.meshData = meshData;

            //Unoptimized generation
            densityNormals = new Vector3[18, 18, 18];
            if (!request.hasDensities)
            {
                for (int x = -1; x < 18; x++)
                {
                    for (int y = -1; y < 18; y++)
                    {
                        for (int z = -1; z < 18; z++)
                        {
                            VoxelData data = calculateDensity(node, new Vector3I(x, y, z));
                            densityArray.set(x, y, z, data.density);
                            densityArray.setMaterial(x, y, z, data.material);
                        }
                    }
                }
            }

            for (int x = 0; x < 17; x++)
            {
                for (int y = 0; y < 17; y++)
                {
                    for (int z = 0; z < 17; z++)
                    {
                        densityNormals[x, y, z] = calculateDensityNormal(new Vector3I(x, y, z), densityArray, node.LOD);
                    }
                }
            }
            for (int x = 0; x < 16; x++)
            {
                for (int y = 0; y < 16; y++)
                {
                    for (int z = 0; z < 16; z++)
                    {
                        generateTriangles(node, new Vector3I(x, y, z), triangleList, subMeshIDList, subMeshTriCount, densityArray, densityNormals);
                    }
                }
            }
            int ppos = 0;
            int li   = 0;

            try
            {
                meshData.triangleArray = new Vector3[triangleList.Count * 3];
                meshData.indexArray    = new int[QuixelEngine.materials.Length][];
                for (int i = 0; i < QuixelEngine.materials.Length; i++)
                {
                    meshData.indexArray[i] = new int[(subMeshTriCount[i] * 3) * 3];
                }
                meshData.uvArray     = new Vector2[meshData.triangleArray.Length];
                meshData.normalArray = new Vector3[meshData.triangleArray.Length];

                int   count    = 0;
                int[] indCount = new int[QuixelEngine.materials.Length];
                for (int i = 0; i < triangleList.Count; i++)
                {
                    ppos = i;
                    Triangle triangle = triangleList[i];
                    meshData.triangleArray[count + 2] = triangle.pointOne;
                    meshData.triangleArray[count + 1] = triangle.pointTwo;
                    meshData.triangleArray[count + 0] = triangle.pointThree;

                    meshData.normalArray[count + 2] = triangle.nOne;
                    meshData.normalArray[count + 1] = triangle.nTwo;
                    meshData.normalArray[count + 0] = triangle.nThree;

                    int ind = subMeshIDList[i];
                    li = subMeshIDList[i];
                    meshData.indexArray[ind][indCount[ind] + 0] = count + 0;
                    meshData.indexArray[ind][indCount[ind] + 1] = count + 1;
                    meshData.indexArray[ind][indCount[ind] + 2] = count + 2;

                    meshData.uvArray[count + 0] = new Vector2(meshData.triangleArray[count + 0].x, meshData.triangleArray[count + 0].z);
                    meshData.uvArray[count + 1] = new Vector2(meshData.triangleArray[count + 1].x, meshData.triangleArray[count + 1].z);
                    meshData.uvArray[count + 2] = new Vector2(meshData.triangleArray[count + 2].x, meshData.triangleArray[count + 2].z);
                    count += 3;
                    indCount[subMeshIDList[i]] += 3;
                }
            }
            catch (Exception e)
            {
                StreamWriter sw = new StreamWriter("Error Log.txt");
                sw.WriteLine(e.Message + "\r\n" + e.StackTrace);
                for (int i = 0; i < QuixelEngine.materials.Length; i++)
                {
                    sw.WriteLine(i + ": " + subMeshTriCount[i]);
                }
                sw.WriteLine(ppos);
                sw.WriteLine(li);
                sw.Close();
            }
            request.isDone = true;
        }