Exemple #1
0
        public Node(Node parent, Vector3 position, int subNodeID, int LOD, RenderType renderType)
        {
            densityChangeData = new DensityData();
            this.parent = parent;
            this.position = position;
            this.subNodeID = subNodeID;
            this.LOD = LOD;

            float chunkWidth = (NodeManager.LODSize[LOD] * NodeManager.nodeSize) / 2f;
            center = new Vector3(position.x + chunkWidth,
                position.y + chunkWidth,
                position.z + chunkWidth);

            setRenderType(renderType);

            if (parent != null && parent.permanent)
                permanent = true;

            NodeManager.nodeCount[LOD]++;

            float nWidth = NodeManager.LODSize[LOD] * NodeManager.nodeSize;
            chunkPos.x = (int)(center.x / nWidth);
            chunkPos.y = (int)(center.y / nWidth);
            chunkPos.z = (int)(center.z / nWidth);

            if (LOD == 0)
            {
                string dir = getDirectory();
                if (Directory.Exists(dir) && File.Exists(dir + "\\densities.txt"))
                    MeshFactory.requestLoad(this);
            }

            regenReq = true;
            MeshFactory.requestMesh(this);
        }
Exemple #2
0
 /// <summary>
 /// Adds a node to the save queue.
 /// </summary>
 /// <param name="node"></param>
 public static void requestSave(Node node)
 {
     fileThread.enqueueSave(node);
 }
Exemple #3
0
        /// <summary>
        /// Adds a request to generate a mesh
        /// </summary>
        /// <param name="_node">The node the mesh is for</param>
        public static void requestMesh(Node _node)
        {
            MeshRequest req = new MeshRequest
            {
                node = _node,
                pos = _node.position,
                LOD = _node.LOD,
                isDone = false,
                hasDensities = (_node.densityData != null)
            };

            if (!req.hasDensities)
                lock (requestArray[req.LOD + 1])
                    requestArray[req.LOD + 1].Enqueue(req);
            else
                lock (requestArray[0])
                    requestArray[0].Enqueue(req);
        }
Exemple #4
0
 /// <summary>
 /// Adds a node to the save queue.
 /// </summary>
 /// <param name="node"></param>
 public static void requestLoad(Node node)
 {
     fileThread.enqueueLoad(node);
 }
Exemple #5
0
 /// <summary>
 /// Queues the node for saving.
 /// </summary>
 /// <param name="node"></param>
 public void enqueueSave(Node node)
 {
     lock (saveQueue)
         if (!saveQueue.Contains(node))
             saveQueue.Enqueue(node);
 }
Exemple #6
0
 /// <summary>
 /// Queues the node for loading.
 /// </summary>
 /// <param name="node"></param>
 public void enqueueLoad(Node node)
 {
     lock (loadQueue)
         loadQueue.Enqueue(node);
 }
Exemple #7
0
        /// <summary>
        /// Initializes the node manager.
        /// </summary>
        public static void init(string worldName)
        {
            NodeManager.worldName = worldName;
            float nSize = LODSize[maxLOD] * nodeSize;
            for (int x = -1; x < 2; x++)
            {
                for (int y = -1; y < 2; y++)
                {
                    for (int z = -1; z < 2; z++)
                    {
                        topNodes[x + 1, y + 1, z + 1] = new Node(null,
                            new Vector3(x * nSize,
                                y * nSize,
                                z * nSize),
                            0, maxLOD, Node.RenderType.FRONT);
                    }
                }
            }

            viewChunkPos = new Vector3I[maxLOD + 1];
            for (int i = 0; i <= maxLOD; i++)
                viewChunkPos[i] = new Vector3I();
        }
Exemple #8
0
        /// <summary>
        /// Sets the view position, and checks if chunks need to be updated
        /// </summary>
        /// <param name="pos"></param>
        public static void setViewPosition(Vector3 pos)
        {
            /*Debug.Log(pos+",cameraPos:"+QuixelEngine.getCameraPos());
            测试结果,这里的pos确实就是camera的位置
            所以应该每次camera位置更新以后这里就会被call
            然后计算出各个LOD下面camera的viewPosition(V3I形式)
            */
            for (int i = 0; i <= maxLOD; i++)
            {
                float nWidth = LODSize[i] * nodeSize;
                viewChunkPos[i].x = (int)(pos.x / nWidth);
                viewChunkPos[i].y = (int)(pos.y / nWidth);
                viewChunkPos[i].z = (int)(pos.z / nWidth);

            }

            float sWidth = LODSize[0] * nodeSize * 0.5f;
            //不知是谁设置的,但是这里的LODSize[0]已经是4了,毕竟init的时候debug就是这样,所以这里sWidth是32
            Vector3I newPos = new Vector3I((int)(pos.x / sWidth), (int)(pos.y / sWidth), (int)(pos.z / sWidth));
            //getTopNode不管character怎么掉都一直是0,-1,0.
            //不过如果一开始很高的话(大于0?)这个时侯会是0,0,0
            //然后curTopNode和getTopNode倒是一直都很一致
            //这是因为下面的这一大长段内容,如果curTop和Top不一样的话就马上进行调整
            //newPos是为了调整curBottomNode
            if (!curTopNode.Equals(getTopNode(pos)))
            {

                float nodeWidth = LODSize[maxLOD] * nodeSize;
                Vector3I diff = getTopNode(pos).Subtract(curTopNode);
                curTopNode = getTopNode(pos);
                while (diff.x > 0)
                {
                    for (int y = 0; y < 3; y++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[0, y, z].dispose();
                            topNodes[0, y, z] = topNodes[1, y, z];
                            topNodes[1, y, z] = topNodes[2, y, z];
                            topNodes[2, y, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + nodeWidth,
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.x--;
                }

                while (diff.x < 0)
                {
                    for (int y = 0; y < 3; y++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[2, y, z].dispose();
                            topNodes[2, y, z] = topNodes[1, y, z];
                            topNodes[1, y, z] = topNodes[0, y, z];
                            topNodes[0, y, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) - nodeWidth,
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.x++;
                }

                while (diff.y > 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, 0, z].dispose();
                            topNodes[x, 0, z] = topNodes[x, 1, z];
                            topNodes[x, 1, z] = topNodes[x, 2, z];
                            topNodes[x, 2, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + nodeWidth,
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.y--;
                }

                while (diff.y < 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, 2, z].dispose();
                            topNodes[x, 2, z] = topNodes[x, 1, z];
                            topNodes[x, 1, z] = topNodes[x, 0, z];
                            topNodes[x, 0, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) - nodeWidth,
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }

                    diff.y++;
                }

                while (diff.z > 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int y = 0; y < 3; y++)
                        {
                            topNodes[x, y, 0].dispose();
                            topNodes[x, y, 0] = topNodes[x, y, 1];
                            topNodes[x, y, 1] = topNodes[x, y, 2];
                            topNodes[x, y, 2] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + nodeWidth),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }

                    diff.z--;
                }

                while (diff.z < 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int y = 0; y < 3; y++)
                        {
                            topNodes[x, y, 2].dispose();
                            topNodes[x, y, 2] = topNodes[x, y, 1];
                            topNodes[x, y, 1] = topNodes[x, y, 0];
                            topNodes[x, y, 0] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) - nodeWidth),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.z++;
                }
            }
            if (curBottomNode.x != newPos.x || curBottomNode.y != newPos.y || curBottomNode.z != newPos.z)
            {
                Vector3 setPos = new Vector3(newPos.x * sWidth + (sWidth / 1f), newPos.y * sWidth + (sWidth / 1f), newPos.z * sWidth + (sWidth / 1f));
                for (int x = 0; x < 3; x++){
                    for (int y = 0; y < 3; y++){
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, y, z].viewPosChanged(setPos);
                            //Debug.Log(setPos+",newpos:"+newPos+",curbuttom:"+curBottomNode);
                            /*
                            (32.0, -96.0, 32.0),newpos:(0,-4,0),curbuttom:(0,-3,0)>>(0,-4,0)

                            */
                        }}}

                curBottomNode = newPos;

            }
        }
Exemple #9
0
        /// <summary>
        /// Populates the subnode array
        /// </summary>
        public void createSubNodes(RenderType type)
        {
            if (LOD == 0)
                return;

            if (subNodes[0] != null)
            {
                for (int i = 0; i < 8; i++)
                {
                    if (subNodes[i].renderType != type)
                        subNodes[i].setRenderType(type);

                    subNodes[i].disposed = false;
                }
                return;
            }

            for (int i = 0; i < 8; i++)
            {
                if (subNodes[i] == null)
                    subNodes[i] = new Node(this, NodeManager.getOffsetPosition(this, i), i, LOD - 1, type);
            }
        }
Exemple #10
0
        /// <summary>
        /// Searches for a node containing the given point and LOD, creating it if none is found.
        /// </summary>
        /// <param name="pos"></param>
        /// <returns></returns>
        public void searchNodeCreate(Vector3 pos, int searchLOD, ref Node[] list)
        {
            if (containsDensityPoint(pos))
            {
                if (LOD == searchLOD)
                {
                    for (int i = 0; i < list.Length; i++)
                        if (list[i] == null)
                        {
                            list[i] = this;
                            return;
                        }
                    Debug.Log("A");
                }
                else
                {
                    if (isBottomLevel())
                        createSubNodes(RenderType.FRONT);

                    for (int i = 0; i < 8; i++)
                    {
                        subNodes[i].searchNodeCreate(pos, searchLOD, ref list);
                    }
                }
            }
        }
Exemple #11
0
        /// <summary>
        /// Sets the view position, and checks if chunks need to be updated
        /// </summary>
        /// <param name="pos"></param>
        public static void setViewPosition(Vector3 pos)
        {
            for (int i = 0; i <= maxLOD; i++)
            {
                float nWidth = LODSize[i] * nodeSize;
                viewChunkPos[i].x = (int)(pos.x / nWidth);
                viewChunkPos[i].y = (int)(pos.y / nWidth);
                viewChunkPos[i].z = (int)(pos.z / nWidth);
            }

            float sWidth = LODSize[0] * nodeSize * 0.5f;
            Vector3I newPos = new Vector3I((int)(pos.x / sWidth), (int)(pos.y / sWidth), (int)(pos.z / sWidth));

            if (!curTopNode.Equals(getTopNode(pos)))
            {
                float nodeWidth = LODSize[maxLOD] * nodeSize;
                Vector3I diff = getTopNode(pos).Subtract(curTopNode);
                curTopNode = getTopNode(pos);
                while (diff.x > 0)
                {
                    for (int y = 0; y < 3; y++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[0, y, z].dispose();
                            topNodes[0, y, z] = topNodes[1, y, z];
                            topNodes[1, y, z] = topNodes[2, y, z];
                            topNodes[2, y, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + nodeWidth,
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.x--;
                }

                while (diff.x < 0)
                {
                    for (int y = 0; y < 3; y++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[2, y, z].dispose();
                            topNodes[2, y, z] = topNodes[1, y, z];
                            topNodes[1, y, z] = topNodes[0, y, z];
                            topNodes[0, y, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) - nodeWidth,
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.x++;
                }

                while (diff.y > 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, 0, z].dispose();
                            topNodes[x, 0, z] = topNodes[x, 1, z];
                            topNodes[x, 1, z] = topNodes[x, 2, z];
                            topNodes[x, 2, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + nodeWidth,
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.y--;
                }

                while (diff.y < 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, 2, z].dispose();
                            topNodes[x, 2, z] = topNodes[x, 1, z];
                            topNodes[x, 1, z] = topNodes[x, 0, z];
                            topNodes[x, 0, z] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) - nodeWidth,
                                                    (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }

                    diff.y++;
                }

                while (diff.z > 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int y = 0; y < 3; y++)
                        {
                            topNodes[x, y, 0].dispose();
                            topNodes[x, y, 0] = topNodes[x, y, 1];
                            topNodes[x, y, 1] = topNodes[x, y, 2];
                            topNodes[x, y, 2] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) + nodeWidth),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }

                    diff.z--;
                }

                while (diff.z < 0)
                {
                    for (int x = 0; x < 3; x++)
                    {
                        for (int y = 0; y < 3; y++)
                        {
                            topNodes[x, y, 2].dispose();
                            topNodes[x, y, 2] = topNodes[x, y, 1];
                            topNodes[x, y, 1] = topNodes[x, y, 0];
                            topNodes[x, y, 0] = new Node(null,
                                                new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth),
                                                    (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth),
                                                    (curTopNode.z * nodeWidth) - nodeWidth),
                                                0, maxLOD, Node.RenderType.FRONT);
                        }
                    }
                    diff.z++;
                }
            }

            if (curBottomNode.x != newPos.x || curBottomNode.y != newPos.y || curBottomNode.z != newPos.z)
            {
                Vector3 setPos = new Vector3(newPos.x * sWidth + (sWidth / 1f), newPos.y * sWidth + (sWidth / 1f), newPos.z * sWidth + (sWidth / 1f));
                for (int x = 0; x < 3; x++)
                    for (int y = 0; y < 3; y++)
                        for (int z = 0; z < 3; z++)
                        {
                            topNodes[x, y, z].viewPosChanged(setPos);
                        }

                curBottomNode = newPos;
            }
        }
Exemple #12
0
        /// <summary>
        /// Returns a node containing the point as close as possible to the requested LOD.
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="searchLOD"></param>
        /// <returns>Null if no such node exists.</returns>
        public static Node[] searchNodeContainingDensity(Vector3 pos, int searchLOD)
        {
            Node[] ret = new Node[8];
            for (int x = 0; x < 3; x++)
            {
                for (int y = 0; y < 3; y++)
                {
                    for (int z = 0; z < 3; z++)
                    {
                        if (topNodes[x, y, z] != null)
                            topNodes[x, y, z].searchNodeCreate(pos, searchLOD, ref ret);
                    }
                }
            }

            return ret;
        }
Exemple #13
0
 /// <summary>
 /// Calculates the offset position given a parent's node and the subnode ID.
 /// </summary>
 /// <param name="parentNode">Parent that contains t</param>
 /// <param name="subNodeID">Index of the node in the subnode array</param>
 /// <returns></returns>
 public static Vector3 getOffsetPosition(Node parentNode, int subNodeID)
 {
     //Vector3 ret = new Vector3(parentNode.position.x, parentNode.position.y, parentNode.position.z);
     //Debug.Log("getOffsetPosition triggered, parentNode is:"+parentNode+",subNodeID is "+subNodeID);
     //subNodeID 从0~7,而parentNode要具体看Node的代码先,现在看到有LOD和position的值
     //subNodeID 的意义是正方体8个点?
     int parentWidth = nodeSize * LODSize[parentNode.LOD];
     return new Vector3
     {
         x = parentNode.position.x + ((parentWidth / 2) * mask[subNodeID].x),
         y = parentNode.position.y + ((parentWidth / 2) * mask[subNodeID].y),
         z = parentNode.position.z + ((parentWidth / 2) * mask[subNodeID].z)
     };
     //这样子没问题,8个顶点可以提供全部的27个子点
 }
Exemple #14
0
        /// <summary>
        /// Calculates a density value given a location
        /// </summary>
        /// <param name="node"></param>
        /// <param name="pos"></param>
        /// <returns></returns>
        private static VoxelData calculateDensity(Node node, Vector3I pos)
        {
            int nodeWidth = NodeManager.LODSize[node.LOD];
            Vector3 ws = new Vector3(node.position.x + (nodeWidth * pos.x),
                node.position.y + (nodeWidth * pos.y),
                node.position.z + (nodeWidth * pos.z));

            return terrainGenerator.calculateDensity(ws);
        }
Exemple #15
0
 /// <summary>
 /// Calculates the offset position given a parent's node and the subnode ID.
 /// </summary>
 /// <param name="parentNode">Parent that contains t</param>
 /// <param name="subNodeID">Index of the node in the subnode array</param>
 /// <returns></returns>
 public static Vector3 getOffsetPosition(Node parentNode, int subNodeID)
 {
     //Vector3 ret = new Vector3(parentNode.position.x, parentNode.position.y, parentNode.position.z);
     int parentWidth = nodeSize * LODSize[parentNode.LOD];
     return new Vector3
     {
         x = parentNode.position.x + ((parentWidth / 2) * mask[subNodeID].x),
         y = parentNode.position.y + ((parentWidth / 2) * mask[subNodeID].y),
         z = parentNode.position.z + ((parentWidth / 2) * mask[subNodeID].z)
     };
 }
Exemple #16
0
        /// <summary>
        /// Generates the triangles for a specific voxel
        /// </summary>
        /// <param name="node">The node that contains the voxel</param>
        /// <param name="pos">The voxel position (Not real position) [16,16,16]</param>
        /// <param name="triangleList">The list used to contain triangles made so far</param>
        /// <param name="densities">The array that contains density information</param>
        /// <param name="densityNormals">The array that contains density normals</param>
        private static void generateTriangles(Node node, Vector3I pos, List<Triangle> triangleList, List<int> submeshIDList, int[] subMeshTriCount, DensityData densities, Vector3[, ,] densityNormals)
        {
            float size = NodeManager.LODSize[node.LOD];

            float[] denses = new float[8];
            denses[0] = densities.get(pos.x, pos.y, pos.z + 1);
            denses[1] = densities.get(pos.x + 1, pos.y, pos.z + 1);
            denses[2] = densities.get(pos.x + 1, pos.y, pos.z);
            denses[3] = densities.get(pos.x, pos.y, pos.z);
            denses[4] = densities.get(pos.x, pos.y + 1, pos.z + 1);
            denses[5] = densities.get(pos.x + 1, pos.y + 1, pos.z + 1);
            denses[6] = densities.get(pos.x + 1, pos.y + 1, pos.z);
            denses[7] = densities.get(pos.x, pos.y + 1, pos.z);

            byte cubeIndex = 0;

            if (denses[0] < isolevel)
                cubeIndex |= 1;
            if (denses[1] < isolevel)
                cubeIndex |= 2;
            if (denses[2] < isolevel)
                cubeIndex |= 4;
            if (denses[3] < isolevel)
                cubeIndex |= 8;
            if (denses[4] < isolevel)
                cubeIndex |= 16;
            if (denses[5] < isolevel)
                cubeIndex |= 32;
            if (denses[6] < isolevel)
                cubeIndex |= 64;
            if (denses[7] < isolevel)
                cubeIndex |= 128;

            if (cubeIndex == 0 || cubeIndex == 255)
                return;

            Vector3 origin = new Vector3((size * (pos.x))
                , (size * (pos.y))
                , (size * (pos.z)));

            Vector3[] positions = new Vector3[8];
            positions[0] = new Vector3(origin.x, origin.y, origin.z + size);
            positions[1] = new Vector3(origin.x + size, origin.y, origin.z + size);
            positions[2] = new Vector3(origin.x + size, origin.y, origin.z);
            positions[3] = new Vector3(origin.x, origin.y, origin.z);
            positions[4] = new Vector3(origin.x, origin.y + size, origin.z + size);
            positions[5] = new Vector3(origin.x + size, origin.y + size, origin.z + size);
            positions[6] = new Vector3(origin.x + size, origin.y + size, origin.z);
            positions[7] = new Vector3(origin.x, origin.y + size, origin.z);

            Vector3[][] vertlist = new Vector3[12][];
            if (IsBitSet(edgeTable[cubeIndex], 1))
                vertlist[0] = VertexInterp(isolevel, positions[0], positions[1], denses[0], denses[1], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 2))
                vertlist[1] = VertexInterp(isolevel, positions[1], positions[2], denses[1], denses[2], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z]);
            if (IsBitSet(edgeTable[cubeIndex], 4))
                vertlist[2] = VertexInterp(isolevel, positions[2], positions[3], denses[2], denses[3], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z]);
            if (IsBitSet(edgeTable[cubeIndex], 8))
                vertlist[3] = VertexInterp(isolevel, positions[3], positions[0], denses[3], denses[0], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 16))
                vertlist[4] = VertexInterp(isolevel, positions[4], positions[5], denses[4], denses[5], densityNormals[pos.x, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 32))
                vertlist[5] = VertexInterp(isolevel, positions[5], positions[6], denses[5], denses[6], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z]);
            if (IsBitSet(edgeTable[cubeIndex], 64))
                vertlist[6] = VertexInterp(isolevel, positions[6], positions[7], denses[6], denses[7], densityNormals[pos.x + 1, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]);
            if (IsBitSet(edgeTable[cubeIndex], 128))
                vertlist[7] = VertexInterp(isolevel, positions[7], positions[4], denses[7], denses[4], densityNormals[pos.x, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 256))
                vertlist[8] = VertexInterp(isolevel, positions[0], positions[4], denses[0], denses[4], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x, pos.y + 1, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 512))
                vertlist[9] = VertexInterp(isolevel, positions[1], positions[5], denses[1], denses[5], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]);
            if (IsBitSet(edgeTable[cubeIndex], 1024))
                vertlist[10] = VertexInterp(isolevel, positions[2], positions[6], denses[2], denses[6], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x + 1, pos.y + 1, pos.z]);
            if (IsBitSet(edgeTable[cubeIndex], 2048))
                vertlist[11] = VertexInterp(isolevel, positions[3], positions[7], denses[3], denses[7], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]);

            int submesh = densities.getMaterial(pos.x, pos.y, pos.z);
            for (int i = 0; triTable[cubeIndex][i] != -1; i += 3)
            {
                submeshIDList.Add(submesh);
                subMeshTriCount[submesh] = subMeshTriCount[submesh] + 1;
                triangleList.Add(new Triangle(vertlist[triTable[cubeIndex][i]][0], vertlist[triTable[cubeIndex][i + 1]][0], vertlist[triTable[cubeIndex][i + 2]][0],
                    vertlist[triTable[cubeIndex][i]][1], vertlist[triTable[cubeIndex][i + 1]][1], vertlist[triTable[cubeIndex][i + 2]][1]));
            }
        }
Exemple #17
0
 /// <summary>
 /// Returns a node containing the point as close as possible to the requested LOD.
 /// </summary>
 /// <param name="pos"></param>
 /// <param name="searchLOD"></param>
 /// <returns>Null if no such node exists.</returns>
 public static Node[] searchNodeContainingDensity(Vector3 pos, int searchLOD)
 {
     Node[] ret = new Node[8];
     for (int x = 0; x < 3; x++)
     {
         for (int y = 0; y < 3; y++)
         {
             for (int z = 0; z < 3; z++)
             {
                 if (topNodes[x, y, z] != null)
                     topNodes[x, y, z].searchNodeCreate(pos, searchLOD, ref ret);
             }
         }
     }
     //Debug.Log("searchNodeContainingDensity triggered, pos:"+pos+"searchLOD:"+searchLOD+",return is"+ret);
     //这一条和下面的都是在NodeEditor里面会用,其他地方还没有看到
     return ret;
 }