Esempio n. 1
0
        public void GenerateMesh(VoxelMesh voxelMesh, MeshFilter filter, MeshCollider collider = null)
        {
            if (settings == null)
            {
                return;
            }
            MeshData meshData = new MeshData();

            meshData.useRenderDataForCol = collider != null;
            tileSize.x = 1f / voxelMesh.ColorPalette.colors.Count;
            tileSize.y = 1f;

            centerPos = new Vector3(voxelMesh.meshSize.x * settings.voxelSize.x * settings.pivot.x,
                                    voxelMesh.meshSize.y * settings.voxelSize.y * settings.pivot.y,
                                    voxelMesh.meshSize.z * settings.voxelSize.z * settings.pivot.z);

            for (int x = 0; x < voxelMesh.meshSize.x; x++)
            {
                for (int y = 0; y < voxelMesh.meshSize.y; y++)
                {
                    for (int z = 0; z < voxelMesh.meshSize.z; z++)
                    {
                        AddVoxelToMesh(new Vector3Int(x, y, z), voxelMesh, meshData);
                    }
                }
            }

            filter.sharedMesh.Clear();
            filter.sharedMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            filter.sharedMesh.vertices    = meshData.vertices.ToArray();
            filter.sharedMesh.triangles   = meshData.triangles.ToArray();
            filter.sharedMesh.uv          = meshData.uv.ToArray();
            filter.sharedMesh.RecalculateNormals();
            filter.sharedMesh.RecalculateTangents();
            filter.sharedMesh.Optimize();
            if (meshData.useRenderDataForCol)
            {
                collider.sharedMesh = null;
                Mesh mesh = new Mesh();
                mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
                mesh.vertices    = meshData.colVertices.ToArray();
                mesh.triangles   = meshData.colTriangles.ToArray();
                mesh.RecalculateNormals();
                collider.sharedMesh = mesh;
            }
        }
Esempio n. 2
0
        void AddVoxelToMesh(Vector3Int posInt, VoxelMesh voxelMesh, MeshData meshData)
        {
            VoxelData voxel = voxelMesh.GetVoxel(posInt);

            if (voxel == null)
            {
                return;
            }

            Vector3 pos = new Vector3(posInt.x * settings.voxelSize.x, posInt.y * settings.voxelSize.y, posInt.z * settings.voxelSize.z);

            pos -= centerPos;

            if (!voxel.IsVisible)
            {
                return;
            }

            VoxelData voxelUp = voxelMesh.GetVoxel(posInt.x, posInt.y + 1, posInt.z);

            if (voxelUp == null || !voxelUp.IsVisible)
            {
                //UP
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }

            VoxelData voxelDown = voxelMesh.GetVoxel(posInt.x, posInt.y - 1, posInt.z);

            if (voxelDown == null || !voxelDown.IsVisible)
            {
                //Down
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z + settings.voxelSize.z));
                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }

            VoxelData voxelFront = voxelMesh.GetVoxel(posInt.x, posInt.y, posInt.z + 1);

            if (voxelFront == null || !voxelFront.IsVisible)
            {
                //Front
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z + settings.voxelSize.z));

                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }

            VoxelData voxelBack = voxelMesh.GetVoxel(posInt.x, posInt.y, posInt.z - 1);

            if (voxelBack == null || !voxelBack.IsVisible)
            {
                //Back
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z));

                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }

            VoxelData voxelRight = voxelMesh.GetVoxel(posInt.x + 1, posInt.y, posInt.z);

            if (voxelRight == null || !voxelRight.IsVisible)
            {
                //Right
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x + settings.voxelSize.x, pos.y, pos.z + settings.voxelSize.z));

                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }

            VoxelData voxelLeft = voxelMesh.GetVoxel(posInt.x - 1, posInt.y, posInt.z);

            if (voxelLeft == null || !voxelLeft.IsVisible)
            {
                //Left
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z + settings.voxelSize.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y + settings.voxelSize.y, pos.z));
                meshData.AddVertex(new Vector3(pos.x, pos.y, pos.z));

                meshData.AddQuadTriangles();
                SetUVsVoxel(voxel, meshData.uv);
            }
        }