Esempio n. 1
0
 public VOXCruncher(int begin_x, int end_x, int begin_y, int end_y, int begin_z, int end_z, VOXMaterial _material)
 {
     this.begin    = new Vector3(begin_x, begin_y, begin_z);
     this.end      = new Vector3(end_x, end_y, end_z);
     this.material = _material;
     this.faces    = new VOXVisiableFaces(true);
 }
Esempio n. 2
0
 public VOXCruncher(Vector3 begin, Vector3 end, VOXMaterial _material)
 {
     this.begin    = begin;
     this.end      = end;
     this.material = _material;
     this.faces    = new VOXVisiableFaces(true);
 }
Esempio n. 3
0
        public VOXCruncher(int begin_x, int end_x, int begin_y, int end_y, int begin_z, int end_z, VOXVisiableFaces _faces, VOXMaterial _material)
        {
            begin.x = begin_x;
            begin.y = begin_y;
            begin.z = begin_z;

            end.x = end_x;
            end.y = end_y;
            end.z = end_z;

            material = _material;
            faces    = _faces;
        }
Esempio n. 4
0
        public VOXModel CalcVoxelCruncher(VoxData chunk, Color32[] palette)
        {
            var crunchers = new List <VOXCruncher>();
            var faces     = new VOXVisiableFaces(true, true, true, true, true, true);

            for (int i = 0; i < chunk.x; ++i)
            {
                for (int j = 0; j < chunk.y; ++j)
                {
                    for (int k = 0; k < chunk.z; ++k)
                    {
                        var m = chunk.voxels[i, j, k];
                        if (m != int.MaxValue)
                        {
                            crunchers.Add(new VOXCruncher(i, i, j, j, k, k, faces, m));
                        }
                    }
                }
            }

            return(new VOXModel(crunchers));
        }
Esempio n. 5
0
        public VOXModel CalcVoxelCruncher(VoxData chunk, Color32[] palette)
        {
            var crunchers = new List <VOXCruncher>();
            var dims      = new int[] { chunk.x, chunk.y, chunk.z };

            var alloc = System.Math.Max(dims[0], System.Math.Max(dims[1], dims[2]));
            var mask  = new int[alloc * alloc];
            var map   = chunk.voxels;

            for (var d = 0; d < 3; ++d)
            {
                var u = (d + 1) % 3;
                var v = (d + 2) % 3;

                var x = new int[3] {
                    0, 0, 0
                };
                var q = new int[3] {
                    0, 0, 0
                };

                q[d] = 1;

                var faces = new VOXVisiableFaces(false, false, false, false, false, false);

                for (x[d] = -1; x[d] < dims[d];)
                {
                    var n = 0;

                    for (x[v] = 0; x[v] < dims[v]; ++x[v])
                    {
                        for (x[u] = 0; x[u] < dims[u]; ++x[u])
                        {
                            var a = x[d] >= 0 ? map[x[0], x[1], x[2]] : VOXMaterial.MaxValue;
                            var b = x[d] < dims[d] - 1 ? map[x[0] + q[0], x[1] + q[1], x[2] + q[2]] : VOXMaterial.MaxValue;
                            if (a != b)
                            {
                                if (a == VOXMaterial.MaxValue)
                                {
                                    mask[n++] = b;
                                }
                                else if (b == VOXMaterial.MaxValue)
                                {
                                    mask[n++] = -a;
                                }
                                else
                                {
                                    mask[n++] = -b;
                                }
                            }
                            else
                            {
                                mask[n++] = VOXMaterial.MaxValue;
                            }
                        }
                    }

                    ++x[d];

                    n = 0;

                    for (var j = 0; j < dims[v]; ++j)
                    {
                        for (var i = 0; i < dims[u];)
                        {
                            var c = mask[n];
                            if (c == VOXMaterial.MaxValue)
                            {
                                ++i; ++n;
                                continue;
                            }

                            var w = 1;
                            var h = 1;
                            var k = 0;

                            for (; (i + w) < dims[u] && c == mask[n + w]; ++w)
                            {
                            }

                            var done = false;
                            for (; (j + h) < dims[v]; ++h)
                            {
                                for (k = 0; k < w; ++k)
                                {
                                    if (c != mask[n + k + h * dims[u]])
                                    {
                                        done = true;
                                        break;
                                    }
                                }

                                if (done)
                                {
                                    break;
                                }
                            }

                            x[u] = i; x[v] = j;

                            var du = new int[3] {
                                0, 0, 0
                            };
                            var dv = new int[3] {
                                0, 0, 0
                            };

                            du[u] = w;
                            dv[v] = h;

                            var v1 = new Vector3(x[0], x[1], x[2]);
                            var v2 = new Vector3(x[0] + du[0] + dv[0], x[1] + du[1] + dv[1], x[2] + du[2] + dv[2]);

                            v2.x = System.Math.Max(v2.x - 1, 0);
                            v2.y = System.Math.Max(v2.y - 1, 0);
                            v2.z = System.Math.Max(v2.z - 1, 0);

                            if (c > 0)
                            {
                                faces.front  = d == 2;
                                faces.back   = false;
                                faces.left   = d == 0;
                                faces.right  = false;
                                faces.top    = false;
                                faces.bottom = d == 1;
                            }
                            else
                            {
                                c            = -c;
                                faces.front  = false;
                                faces.back   = d == 2;
                                faces.left   = false;
                                faces.right  = d == 0;
                                faces.top    = d == 1;
                                faces.bottom = false;
                            }

                            crunchers.Add(new VOXCruncher((byte)v1.x, (byte)(v2.x), (byte)(v1.y), (byte)(v2.y), (byte)(v1.z), (byte)(v2.z), faces, c));

                            for (var l = 0; l < h; ++l)
                            {
                                for (k = 0; k < w; ++k)
                                {
                                    mask[n + k + l * dims[u]] = VOXMaterial.MaxValue;
                                }
                            }

                            i += w; n += w;
                        }
                    }
                }
            }

            return(new VOXModel(crunchers));
        }
Esempio n. 6
0
        public static bool GetVisiableFaces(VOXMaterial[,,] map, Vector3Int bound, int x, int y, int z, VOXMaterial material, Color32[] palette, out VOXVisiableFaces faces)
        {
            VOXMaterial[] instanceID = new VOXMaterial[6] {
                VOXMaterial.MaxValue, VOXMaterial.MaxValue, VOXMaterial.MaxValue, VOXMaterial.MaxValue, VOXMaterial.MaxValue, VOXMaterial.MaxValue
            };

            if (x >= 1)
            {
                instanceID[0] = map[(byte)(x - 1), y, z];
            }
            if (y >= 1)
            {
                instanceID[2] = map[x, (byte)(y - 1), z];
            }
            if (z >= 1)
            {
                instanceID[4] = map[x, y, (byte)(z - 1)];
            }
            if (x <= bound.x)
            {
                instanceID[1] = map[(byte)(x + 1), y, z];
            }
            if (y <= bound.y)
            {
                instanceID[3] = map[x, (byte)(y + 1), z];
            }
            if (z <= bound.z)
            {
                instanceID[5] = map[x, y, (byte)(z + 1)];
            }

            var alpha = palette[material].a;

            if (alpha < 255)
            {
                bool f1 = (instanceID[0] == VOXMaterial.MaxValue) ? true : palette[instanceID[0]].a != alpha ? true : false;
                bool f2 = (instanceID[1] == VOXMaterial.MaxValue) ? true : palette[instanceID[1]].a != alpha ? true : false;
                bool f3 = (instanceID[2] == VOXMaterial.MaxValue) ? true : palette[instanceID[2]].a != alpha ? true : false;
                bool f4 = (instanceID[3] == VOXMaterial.MaxValue) ? true : palette[instanceID[3]].a != alpha ? true : false;
                bool f5 = (instanceID[4] == VOXMaterial.MaxValue) ? true : palette[instanceID[4]].a != alpha ? true : false;
                bool f6 = (instanceID[5] == VOXMaterial.MaxValue) ? true : palette[instanceID[5]].a != alpha ? true : false;

                faces.left   = f1;
                faces.right  = f2;
                faces.bottom = f3;
                faces.top    = f4;
                faces.front  = f5;
                faces.back   = f6;
            }
            else
            {
                bool f1 = (instanceID[0] == VOXMaterial.MaxValue) ? true : palette[instanceID[0]].a < 255 ? true : false;
                bool f2 = (instanceID[1] == VOXMaterial.MaxValue) ? true : palette[instanceID[1]].a < 255 ? true : false;
                bool f3 = (instanceID[2] == VOXMaterial.MaxValue) ? true : palette[instanceID[2]].a < 255 ? true : false;
                bool f4 = (instanceID[3] == VOXMaterial.MaxValue) ? true : palette[instanceID[3]].a < 255 ? true : false;
                bool f5 = (instanceID[4] == VOXMaterial.MaxValue) ? true : palette[instanceID[4]].a < 255 ? true : false;
                bool f6 = (instanceID[5] == VOXMaterial.MaxValue) ? true : palette[instanceID[5]].a < 255 ? true : false;

                faces.left   = f1;
                faces.right  = f2;
                faces.bottom = f3;
                faces.top    = f4;
                faces.front  = f5;
                faces.back   = f6;
            }

            return(faces.left | faces.right | faces.bottom | faces.top | faces.front | faces.back);
        }
Esempio n. 7
0
        public static void CreateCubeMesh16x16(ref Vector3[] vertices, ref Vector3[] normals, ref Vector2[] uv, ref int[] triangles, ref int index, VOXVisiableFaces faces, Vector3 translate, Vector3 scale, uint palette)
        {
            bool[] visiable = new bool[] { faces.left, faces.right, faces.top, faces.bottom, faces.front, faces.back };

            float s = 1.0f / 16.0f;
            float a = 0 + 1.0f / 32.0f;
            float b = s - 1.0f / 32.0f;

            for (int i = 0; i < 6; i++)
            {
                if (!visiable[i])
                {
                    continue;
                }

                for (int n = index * 4, k = 0; k < 4; k++, n++)
                {
                    Vector3 v = _positions[i, k];
                    v.x *= scale.x;
                    v.y *= scale.y;
                    v.z *= scale.z;
                    v   += translate;

                    float du = (palette % 16) * s;
                    float dv = (palette / 16) * s;

                    Vector2 coord;
                    coord.x = du + (_uvs[i, k].x > 0 ? b : a);
                    coord.y = dv + (_uvs[i, k].y > 0 ? b : a);

                    vertices[n] = v;
                    normals[n]  = _normals[i];
                    uv[n]       = coord;
                }

                for (int j = index * 6, k = 0; k < 6; k++, j++)
                {
                    triangles[j] = index * 4 + _indices[i, k];
                }

                index++;
            }
        }