Esempio n. 1
0
    public void MeshChunk(Chunk chunk, ArrayPool <Position> pool)
    {
        RawChunk rawChunk = new RawChunk();

        rawChunk.arrays        = new Godot.Collections.Array[chunk.Materials - 1];
        rawChunk.materials     = new SpatialMaterial[chunk.Materials - 1];
        rawChunk.colliderFaces = new Vector3[chunk.Materials - 1][];

        if (chunk.Materials > 1)
        {
            rawChunk = Meshing(chunk, rawChunk, pool);
        }
        else
        {
            rawChunk = FastGodotCube(chunk, rawChunk);
        }

        RID meshID = VisualServer.MeshCreate();

        //RID body = PhysicsServer.BodyCreate (PhysicsServer.BodyMode.Static);

        for (int t = 0; t < rawChunk.arrays.Count(); t++)
        {
            SpatialMaterial material = rawChunk.materials[t];

            Godot.Collections.Array godotArray = rawChunk.arrays[t];

            if (godotArray.Count > 0)
            {
                /*  RID shape = PhysicsServer.ShapeCreate (PhysicsServer.ShapeType.ConcavePolygon);
                 * //            PhysicsServer.ShapeSetData (shape, vertice);
                 *
                 * PhysicsServer.BodyAddShape (body, shape, new Transform (Transform.basis, new Vector3 (chunk.x, chunk.y, chunk.z)));
                 */
                VisualServer.MeshAddSurfaceFromArrays(meshID, VisualServer.PrimitiveType.Triangles, godotArray);
                VisualServer.MeshSurfaceSetMaterial(meshID, VisualServer.MeshGetSurfaceCount(meshID) - 1, material.GetRid());
            }
        }

        RID instance = VisualServer.InstanceCreate();

        VisualServer.InstanceSetBase(instance, meshID);
        VisualServer.InstanceSetTransform(instance, new Transform(Transform.basis, new Vector3(chunk.x, chunk.y, chunk.z)));
        VisualServer.InstanceSetScenario(instance, GetWorld().Scenario);
        //   PhysicsServer.BodySetSpace (body, GetWorld ().Space);
    }
Esempio n. 2
0
    private RawChunk Meshing(Chunk chunk, RawChunk rawChunk, ArrayPool <Position> pool)
    {
        Position[]           values = MeshingUtils.NaiveGreedyMeshing(chunk, pool);
        Queue <Position>[][] stacks = new Queue <Position> [6][];
        int[] size = new int[chunk.Materials - 1];

        for (int side = 0; side < 6; side++)
        {
            stacks[side] = new Queue <Position> [chunk.Materials - 1];
            for (int t = 0; t < chunk.Materials - 1; t++)
            {
                stacks[side][t] = new Queue <Position> (Constants.CHUNK_SIZE3D);
            }

            MeshingUtils.GreedyMeshing(values, side, stacks[side]);
            for (int t = 0; t < chunk.Materials - 1; t++)
            {
                size[t] += stacks[side][t].Count;
            }
        }

        pool.Return(values);

        for (int t = 0; t < chunk.Materials - 1; t++)
        {
            SpatialMaterial material      = reg.SelectByID(t + 1).material;
            Vector3[]       vertice       = new Vector3[size[t]];
            int[]           indices       = new int[size[t] + (size[t] / 2)];
            Vector3[]       normals       = new Vector3[size[t]];
            Vector2[]       uvs           = new Vector2[size[t]];
            float           textureWidth  = 2048f / material.AlbedoTexture.GetWidth();
            float           textureHeight = 2048f / material.AlbedoTexture.GetHeight();

            if (size[t] > 0)
            {
                int index = 0;
                int i     = 0;
                for (int side = 0; side < 6; side++)
                {
                    for (; i < size[t]; i += 4)
                    {
                        if (stacks[side][t].Count > 0)
                        {
                            indices[index]     = i;
                            indices[index + 1] = i + 1;
                            indices[index + 2] = i + 2;
                            indices[index + 3] = i + 2;
                            indices[index + 4] = i + 3;
                            indices[index + 5] = i;
                            index += 6;

                            for (int s = 0; s < 4; s++)
                            {
                                Position position = stacks[side][t].Dequeue();

                                Vector3 vector = new Vector3();
                                vector.x       = position.x * Constants.VOXEL_SIZE;
                                vector.y       = position.y * Constants.VOXEL_SIZE;
                                vector.z       = position.z * Constants.VOXEL_SIZE;
                                vertice[i + s] = vector;

                                Vector2 uv     = new Vector2();
                                Vector3 normal = new Vector3();
                                switch (side)
                                {
                                case 0:
                                    //Front
                                    normal.x       = 0f;
                                    normal.y       = 0f;
                                    normal.z       = -1f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.x * textureWidth;
                                    uv.y       = vector.y * textureHeight;
                                    uvs[i + s] = uv;
                                    break;

                                case 1:
                                    //Back
                                    normal.x       = 0f;
                                    normal.y       = 0f;
                                    normal.z       = 1f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.x * textureWidth;
                                    uv.y       = vector.y * textureHeight;
                                    uvs[i + s] = uv;

                                    break;

                                case 2:
                                    //Right
                                    normal.x       = -1f;
                                    normal.y       = 0f;
                                    normal.z       = 0f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.z * textureWidth;
                                    uv.y       = vector.y * textureHeight;
                                    uvs[i + s] = uv;
                                    break;

                                case 3:
                                    //Left
                                    normal.x       = 1f;
                                    normal.y       = 0f;
                                    normal.z       = 0f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.z * textureWidth;
                                    uv.y       = vector.y * textureHeight;
                                    uvs[i + s] = uv;
                                    break;

                                case 4:
                                    //Top
                                    normal.x       = 0f;
                                    normal.y       = 1f;
                                    normal.z       = 0f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.x * textureWidth;
                                    uv.y       = vector.z * textureHeight;
                                    uvs[i + s] = uv;
                                    break;

                                case 5:
                                    //Bottom
                                    normal.x       = 0f;
                                    normal.y       = 0f;
                                    normal.z       = 0f;
                                    normals[i + s] = normal;

                                    uv.x       = vector.x * textureWidth;
                                    uv.y       = vector.z * textureHeight;
                                    uvs[i + s] = uv;
                                    break;
                                }
                            }
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }

            Godot.Collections.Array godotArray = new Godot.Collections.Array();
            if (vertice.Length > 0)
            {
                godotArray.Resize(9);

                godotArray[0] = vertice;
                godotArray[1] = normals;
                godotArray[4] = uvs;
                godotArray[8] = indices;
            }
            rawChunk.arrays[t]    = godotArray;
            rawChunk.materials[t] = material;
        }
        return(rawChunk);
    }
Esempio n. 3
0
    public RawChunk FastGodotCube(Chunk chunk, RawChunk rawChunk)
    {
        Godot.Collections.Array godotArray = new Godot.Collections.Array();
        godotArray.Resize(9);
        rawChunk.arrays        = new Godot.Collections.Array[1];
        rawChunk.materials     = new SpatialMaterial[1];
        rawChunk.colliderFaces = new Vector3[1][];

        int objectID = chunk.Voxels[0].value;

        SpatialMaterial material = reg.SelectByID(objectID).material;

        float textureWidth  = 2048f / material.AlbedoTexture.GetWidth();
        float textureHeight = 2048f / material.AlbedoTexture.GetHeight();

        Vector3[] vertice = new Vector3[24];
        Vector3[] normals = new Vector3[24];
        Vector2[] uvs     = new Vector2[24];

        //FRONT
        vertice[0] = new Vector3(0, 0, 0);
        vertice[1] = new Vector3(Constants.CHUNK_LENGHT, 0, 0);
        vertice[2] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, 0);
        vertice[3] = new Vector3(0, Constants.CHUNK_LENGHT, 0);

        for (int i = 0; i < 4; i++)
        {
            normals[i] = new Vector3(0, 0, -1);
            uvs[i].x   = vertice[i].x * textureWidth;
            uvs[i].y   = vertice[i].y * textureHeight;
        }

        //BACK
        vertice[4] = new Vector3(Constants.CHUNK_LENGHT, 0, Constants.CHUNK_LENGHT);
        vertice[5] = new Vector3(0, 0, Constants.CHUNK_LENGHT);
        vertice[6] = new Vector3(0, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);
        vertice[7] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);

        for (int i = 4; i < 8; i++)
        {
            normals[i] = new Vector3(0, 0, 1);
            uvs[i].x   = vertice[i].x * textureWidth;
            uvs[i].y   = vertice[i].y * textureHeight;
        }

        //LEFT
        vertice[8]  = new Vector3(0, 0, Constants.CHUNK_LENGHT);
        vertice[9]  = new Vector3(0, 0, 0);
        vertice[10] = new Vector3(0, Constants.CHUNK_LENGHT, 0);
        vertice[11] = new Vector3(0, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);

        for (int i = 8; i < 12; i++)
        {
            normals[i] = new Vector3(1, 0, 0);
            uvs[i].x   = vertice[i].z * textureWidth;
            uvs[i].y   = vertice[i].y * textureHeight;
        }

        //RIGHT
        vertice[12] = new Vector3(Constants.CHUNK_LENGHT, 0, 0);
        vertice[13] = new Vector3(Constants.CHUNK_LENGHT, 0, Constants.CHUNK_LENGHT);
        vertice[14] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);
        vertice[15] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, 0);

        for (int i = 12; i < 16; i++)
        {
            normals[i] = new Vector3(-1, 0, 0);
            uvs[i].x   = vertice[i].z * textureWidth;
            uvs[i].y   = vertice[i].y * textureHeight;
        }

        // TOP
        vertice[16] = new Vector3(0, Constants.CHUNK_LENGHT, 0);
        vertice[17] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, 0);
        vertice[18] = new Vector3(Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);
        vertice[19] = new Vector3(0, Constants.CHUNK_LENGHT, Constants.CHUNK_LENGHT);

        for (int i = 16; i < 20; i++)
        {
            normals[i] = new Vector3(0, 1, 0);
            uvs[i].x   = vertice[i].x * textureWidth;
            uvs[i].y   = vertice[i].z * textureHeight;
        }

        //BOTTOM
        vertice[20] = new Vector3(0, 0, Constants.CHUNK_LENGHT);
        vertice[21] = new Vector3(Constants.CHUNK_LENGHT, 0, Constants.CHUNK_LENGHT);
        vertice[22] = new Vector3(Constants.CHUNK_LENGHT, 0, 0);
        vertice[23] = new Vector3(0, 0, 0);

        for (int i = 20; i < 24; i++)
        {
            normals[i] = new Vector3(0, -1, 0);
            uvs[i].x   = vertice[i].x * textureWidth;
            uvs[i].y   = vertice[i].z * textureHeight;
        }

        godotArray[0] = vertice;
        godotArray[1] = normals;
        godotArray[4] = uvs;
        int index = 0;

        int[] indice = new int[36];

        for (int i = 0; i < 36; i += 6)
        {
            indice[i]     = index;
            indice[i + 1] = index + 1;
            indice[i + 2] = index + 2;
            indice[i + 3] = index + 2;
            indice[i + 4] = index + 3;
            indice[i + 5] = index;

            index += 4;
        }

        godotArray[8] = indice;

        rawChunk.arrays[0]        = godotArray;
        rawChunk.materials[0]     = material;
        rawChunk.colliderFaces[0] = vertice;

        return(rawChunk);
    }