Esempio n. 1
0
        private void RealizeNode(MCMesh m)
        {
            Debug.Log("Realizing node!");

            GameObject clone = UnityEngine.Object.Instantiate(MeshPrefab, new Vector3(0, 0, 0), Quaternion.identity);
            Color      c     = UtilFuncs.SinColor(m.nodeDepth * 3f);

            clone.GetComponent <MeshRenderer>().material.color = new Color(c.r, c.g, c.b, 0.9f);
            clone.transform.localScale = Vector3.one * (WorldSize * m.nodeSize / Resolution);
            clone.name = "Node " + m.nodeID + ", Depth " + m.nodeDepth;


            MeshFilter mf = clone.GetComponent <MeshFilter>();
            Mesh       um = new UnityEngine.Mesh();

            um.SetVertices(m.Vertices);
            um.SetNormals(m.Normals);
            um.triangles = m.Triangles;
            mf.mesh      = um;

            clone.GetComponent <Transform>().SetParent(Parent);
            clone.GetComponent <Transform>().SetPositionAndRotation(m.nodePosition * WorldSize, Quaternion.identity);

            UnityObjects[m.nodeID] = clone;
        }
Esempio n. 2
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        public static MCMesh PolyganizeNode(Node node, float worldSize, int resolution)
        {
            float mul = node.Size;

            UtilFuncs.Sampler sample = (float x, float y, float z) => UtilFuncs.Sample(
                (((x * node.Size) / resolution) + node.Position.x) * worldSize,
                (((y * node.Size) / resolution) + node.Position.y) * worldSize,
                (((z * node.Size) / resolution) + node.Position.z) * worldSize);

            /*Node[] neighbors = FindNeighbors(root, node);
             *
             * int currentSide = 1;
             *
             * for(int i = 0; i < 6; i++) {
             *  if(neighbors[i] != null && neighbors[i].Depth < node.Depth) {
             *      lod |= (byte)currentSide;
             *  }
             *  currentSide = currentSide << (byte)1;
             * }*/
            //node.LODSides = 0;

            sbyte[][][][] data = GenerateChunkData(resolution, sample);

            MCMesh m = SE.MarchingCubes.PolygonizeArea(new Vector3(0, 0, 0), node.LODSides, resolution, data);

            //Mesh m2 = new Mesh();
            //m2.SetVertices(m.Vertices);
            //m2.SetNormals(m.Normals);
            //m2.triangles = m.Triangles;

            return(m);
        }
Esempio n. 3
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    void TestTransvoxel(int sF)
    {
        int resolution = 12;
        int res1       = resolution + 1;

        MCMesh m = new MCMesh();

        List <Vector3> vertices  = new List <Vector3>();
        List <int>     triangles = new List <int>();

        int  sampleFn = 1;
        byte lod      = 63;

        UtilFuncs.Sampler fn = (float x, float y, float z) => sampleFunctions[sampleFn](x, y, z, 16);
        SE.Transvoxel.Transvoxel.GenerateChunk(new Vector3(0, 0, 0), vertices, triangles, resolution, fn, lod);

        Debug.Log("0 tris");

        if (triangles.Count > 0)
        {
            m.Triangles = triangles.ToArray();
            m.Vertices  = vertices;
            Mesh(m);
        }
    }
Esempio n. 4
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        public void MeshNode(Node node, ref float totalPolyganizeNodeTime, ref float totalAllBeforeTime, System.Diagnostics.Stopwatch sw)
        {
            sw.Start();
            GameObject clone = Object.Instantiate(MeshPrefab, new Vector3(0, 0, 0), Quaternion.identity);
            Color      c     = UtilFuncs.SinColor(node.Depth * 3f);

            clone.GetComponent <MeshRenderer>().material.color = new Color(c.r, c.g, c.b, 0.9f);
            clone.transform.localScale = Vector3.one * (WorldSize * node.Size / Resolution);
            clone.name = "Node " + node.ID + ", Depth " + node.Depth;


            MeshFilter mf = clone.GetComponent <MeshFilter>();

            sw.Stop();
            totalAllBeforeTime += (float)sw.ElapsedMilliseconds / 1000f;
            sw.Reset(); sw.Start();
            MCMesh mcm = SE.Octree.Ops.PolyganizeNode(node, WorldSize, Resolution);
            Mesh   m   = new Mesh();

            m.SetVertices(mcm.Vertices);
            m.SetNormals(mcm.Normals);
            m.triangles = mcm.Triangles;
            mf.mesh     = m;
            sw.Stop();
            totalPolyganizeNodeTime += (float)sw.ElapsedMilliseconds / 1000f;
            clone.GetComponent <Transform>().SetParent(Parent);
            clone.GetComponent <Transform>().SetPositionAndRotation(node.Position * WorldSize, Quaternion.identity);

            UnityObjects[node.ID] = clone;
        }
Esempio n. 5
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        public async Task <MCMesh> MeshNode(Node node)
        {
            MCMesh m = await Task.Run(() => SE.Octree.Ops.PolyganizeNode(node, WorldSize, Resolution));

            m.nodeDepth    = node.Depth;
            m.nodeID       = node.ID;
            m.nodeSize     = node.Size;
            m.nodePosition = node.Position;

            return(m);
        }
Esempio n. 6
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    void Mesh(MCMesh m)
    {
        Object.Destroy(CurrentMesh);

        GameObject clone = Object.Instantiate(MeshPrefab, new Vector3(0, 0, 0), Quaternion.identity);

        clone.name = "Test mesh";


        MeshFilter mf = clone.GetComponent <MeshFilter>();

        UnityEngine.Mesh m2 = new Mesh();
        m2.SetVertices(m.Vertices);
        m2.SetNormals(m.Normals);
        m2.triangles = m.Triangles;
        mf.mesh      = m2;
        //m2.RecalculateNormals();

        CurrentMesh = clone;
    }
Esempio n. 7
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        public static MCMesh PolygonizeArea(Vector3 min, float size, int resolution, byte lod, sbyte[][][] data)
        {
            MCMesh m = new MCMesh();

            List <Vector3> Vertices         = new List <Vector3>();
            Hashtable      ExistingVertices = new Hashtable();

            /*Map<Vector3, int> map = Collections.synchronizedMap(
             *   new LinkedHashMap<String, String>());*/


            //List<Vector3> Vertices = new List<Vector3>();
            List <int> Triangles = new List <int>();

            int ntriang, i;

            int trinum = 0;

            Vector3[] VertList = new Vector3[12];

            //Debug.Log(data[0][8][64]);
            sbyte[] densities = new sbyte[8];

            for (int x = 0; x < resolution; x++)
            {
                for (int y = 0; y < resolution; y++)
                {
                    for (int z = 0; z < resolution; z++)
                    {
                        byte caseCode = 0;

                        densities[0] = data[x][y][z];
                        densities[1] = data[x + 1][y][z];
                        densities[2] = data[x + 1][y + 1][z];
                        densities[3] = data[x][y + 1][z];
                        densities[4] = data[x][y][z + 1];
                        densities[5] = data[x + 1][y][z + 1];
                        densities[6] = data[x + 1][y + 1][z + 1];
                        densities[7] = data[x][y + 1][z + 1];
                        if (densities[0] < 0)
                        {
                            caseCode |= 1;
                        }
                        if (densities[1] < 0)
                        {
                            caseCode |= 2;
                        }
                        if (densities[2] < 0)
                        {
                            caseCode |= 4;
                        }
                        if (densities[3] < 0)
                        {
                            caseCode |= 8;
                        }
                        if (densities[4] < 0)
                        {
                            caseCode |= 16;
                        }
                        if (densities[5] < 0)
                        {
                            caseCode |= 32;
                        }
                        if (densities[6] < 0)
                        {
                            caseCode |= 64;
                        }
                        if (densities[7] < 0)
                        {
                            caseCode |= 128;
                        }


                        if (x == 0 && y == 0 && z == 0)
                        {
                            Debug.Log("case code for xyz 0: " + caseCode);
                        }

                        if (caseCode == 0 || caseCode == 255)
                        {
                            continue;
                        }


                        if ((Tables.edgeTable[caseCode] & 1) == 1)
                        {
                            VertList[0] = Lerp(densities[0], densities[1], x, y, z, x + 1, y, z);
                        }
                        //vertlist[0] = UtilFuncs.Lerp(isovalue,cell.points[0],cell.points[1]);
                        if ((Tables.edgeTable[caseCode] & 2) == 2)
                        {
                            VertList[1] = Lerp(densities[1], densities[2], x + 1, y, z, x + 1, y + 1, z);
                        }
                        //vertlist[1] = UtilFuncs.Lerp(isovalue,cell.points[1],cell.points[2]);
                        if ((Tables.edgeTable[caseCode] & 4) == 4)
                        {
                            VertList[2] = Lerp(densities[2], densities[3], x + 1, y + 1, z, x, y + 1, z);
                        }
                        //vertlist[2] = UtilFuncs.Lerp(isovalue,cell.points[2],cell.points[3]);
                        if ((Tables.edgeTable[caseCode] & 8) == 8)
                        {
                            VertList[3] = Lerp(densities[3], densities[0], x, y + 1, z, x, y, z);
                        }
                        //vertlist[3] = UtilFuncs.Lerp(isovalue,cell.points[3],cell.points[0]);
                        if ((Tables.edgeTable[caseCode] & 16) == 16)
                        {
                            VertList[4] = Lerp(densities[4], densities[5], x, y, z + 1, x + 1, y, z + 1);
                        }
                        //vertlist[4] = UtilFuncs.Lerp(isovalue,cell.points[4],cell.points[5]);
                        if ((Tables.edgeTable[caseCode] & 32) == 32)
                        {
                            VertList[5] = Lerp(densities[5], densities[6], x + 1, y, z + 1, x + 1, y + 1, z + 1);
                        }
                        //vertlist[5] = UtilFuncs.Lerp(isovalue,cell.points[5],cell.points[6]);
                        if ((Tables.edgeTable[caseCode] & 64) == 64)
                        {
                            VertList[6] = Lerp(densities[6], densities[7], x + 1, y + 1, z + 1, x, y + 1, z + 1);
                        }
                        //vertlist[6] = UtilFuncs.Lerp(isovalue,cell.points[6],cell.points[7]);
                        if ((Tables.edgeTable[caseCode] & 128) == 128)
                        {
                            VertList[7] = Lerp(densities[7], densities[4], x, y + 1, z + 1, x, y, z + 1);
                        }
                        //vertlist[7] = UtilFuncs.Lerp(isovalue,cell.points[7],cell.points[4]);
                        if ((Tables.edgeTable[caseCode] & 256) == 256)
                        {
                            VertList[8] = Lerp(densities[0], densities[4], x, y, z, x, y, z + 1);
                        }
                        //vertlist[8] = UtilFuncs.Lerp(isovalue,cell.points[0],cell.points[4]);
                        if ((Tables.edgeTable[caseCode] & 512) == 512)
                        {
                            VertList[9] = Lerp(densities[1], densities[5], x + 1, y, z, x + 1, y, z + 1);
                        }
                        //vertlist[9] = UtilFuncs.Lerp(isovalue,cell.points[1],cell.points[5]);
                        if ((Tables.edgeTable[caseCode] & 1024) == 1024)
                        {
                            VertList[10] = Lerp(densities[2], densities[6], x + 1, y + 1, z, x + 1, y + 1, z + 1);
                        }
                        //vertlist[10] = UtilFuncs.Lerp(isovalue,cell.points[2],cell.points[6]);
                        if ((Tables.edgeTable[caseCode] & 2048) == 2048)
                        {
                            VertList[11] = Lerp(densities[3], densities[7], x, y + 1, z, x, y + 1, z + 1);
                        }
                        //vertlist[11] = UtilFuncs.Lerp(isovalue,cell.points[3],cell.points[7]))


                        /*ntriang = 0;
                         * for (i=0; Tables.triTable[caseCode][i] != -1; i += 3 ) {
                         *  triangles[ntriang].p[0] = vertlist[Tables.triTable[cubeindex][i  ]];
                         *  triangles[ntriang].p[1] = vertlist[Tables.triTable[cubeindex][i+1]];
                         *  triangles[ntriang].p[2] = vertlist[Tables.triTable[cubeindex][i+2]];
                         *  ntriang++;
                         * }*/

                        for (i = 0; Tables.triTable[caseCode][i] != -1; i++)
                        {
                            int     tri  = Tables.triTable[caseCode][i];
                            Vector3 vert = VertList[tri];
                            if (!ExistingVertices.Contains(vert))
                            {
                                Vertices.Add(vert);
                                ExistingVertices.Add(vert, trinum);
                                Triangles.Add(trinum);
                                trinum++;
                            }
                            else
                            {
                                Triangles.Add((int)ExistingVertices[vert]);
                            }
                        }


                        //m.Vertices.Add(new Vector3(x, y, z));
                    }
                }
            }

            /*int[] Triangles = new int[Vertices.Count];
             * for(i = 0; i < Triangles.Length; i++) {
             *  Triangles[i] = i;
             * }*/

            m.Vertices  = Vertices;
            m.Triangles = Triangles.ToArray();

            return(m);
        }