public TerrainChunk(Vector2 coord, HeightMapSettings heightMapSettings, MeshSettings meshSettings, LODInfo[] detailLevels, int colliderLODIndex, Transform parent, Transform viewer, Material material)
        {
            this.coord             = coord;
            this.detailLevels      = detailLevels;
            this.colliderLODIndex  = colliderLODIndex;
            this.heightMapSettings = heightMapSettings;
            this.meshSettings      = meshSettings;
            this.viewer            = viewer;

            sampleCentre = coord * meshSettings.meshWorldSize / meshSettings.meshScale;
            Vector2 position = coord * meshSettings.meshWorldSize;

            bounds = new Bounds(position, Vector2.one * meshSettings.meshWorldSize);


            meshObject            = new GameObject("Terrain Chunk");
            meshRenderer          = meshObject.AddComponent <MeshRenderer>();
            meshFilter            = meshObject.AddComponent <MeshFilter>();
            meshCollider          = meshObject.AddComponent <MeshCollider>();
            meshRenderer.material = material;

            meshObject.transform.position = new Vector3(position.x, 0, position.y);
            meshObject.transform.parent   = parent;
            SetVisible(false);

            lodMeshes = new LODMesh[detailLevels.Length];
            for (int i = 0; i < detailLevels.Length; i++)
            {
                lodMeshes[i] = new LODMesh(detailLevels[i].lod);
                lodMeshes[i].updateCallback += UpdateTerrainChunk;
                if (i == colliderLODIndex)
                {
                    lodMeshes[i].updateCallback += UpdateCollisionMesh;
                }
            }

            maxViewDst = detailLevels [detailLevels.Length - 1].visibleDstThreshold;
        }
Esempio n. 2
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        public static MeshData GenerateTerrainMesh(float[,] heightMap, MeshSettings meshSettings, int levelOfDetail)
        {
            int skipIncrement   = (levelOfDetail == 0)?1:levelOfDetail * 2;
            int numVertsPerLine = meshSettings.numVertsPerLine;

            Vector2 topLeft = new Vector2(-1, 1) * meshSettings.meshWorldSize / 2f;

            MeshData meshData = new MeshData(numVertsPerLine, skipIncrement, meshSettings.useFlatShading);

            int[,] vertexIndicesMap = new int[numVertsPerLine, numVertsPerLine];
            int meshVertexIndex      = 0;
            int outOfMeshVertexIndex = -1;

            for (int y = 0; y < numVertsPerLine; y++)
            {
                for (int x = 0; x < numVertsPerLine; x++)
                {
                    bool isOutOfMeshVertex = y == 0 || y == numVertsPerLine - 1 || x == 0 || x == numVertsPerLine - 1;
                    bool isSkippedVertex   = x > 2 && x < numVertsPerLine - 3 && y > 2 && y < numVertsPerLine - 3 && ((x - 2) % skipIncrement != 0 || (y - 2) % skipIncrement != 0);
                    if (isOutOfMeshVertex)
                    {
                        vertexIndicesMap [x, y] = outOfMeshVertexIndex;
                        outOfMeshVertexIndex--;
                    }
                    else if (!isSkippedVertex)
                    {
                        vertexIndicesMap [x, y] = meshVertexIndex;
                        meshVertexIndex++;
                    }
                }
            }

            for (int y = 0; y < numVertsPerLine; y++)
            {
                for (int x = 0; x < numVertsPerLine; x++)
                {
                    bool isSkippedVertex = x > 2 && x < numVertsPerLine - 3 && y > 2 && y < numVertsPerLine - 3 && ((x - 2) % skipIncrement != 0 || (y - 2) % skipIncrement != 0);

                    if (!isSkippedVertex)
                    {
                        bool isOutOfMeshVertex      = y == 0 || y == numVertsPerLine - 1 || x == 0 || x == numVertsPerLine - 1;
                        bool isMeshEdgeVertex       = (y == 1 || y == numVertsPerLine - 2 || x == 1 || x == numVertsPerLine - 2) && !isOutOfMeshVertex;
                        bool isMainVertex           = (x - 2) % skipIncrement == 0 && (y - 2) % skipIncrement == 0 && !isOutOfMeshVertex && !isMeshEdgeVertex;
                        bool isEdgeConnectionVertex = (y == 2 || y == numVertsPerLine - 3 || x == 2 || x == numVertsPerLine - 3) && !isOutOfMeshVertex && !isMeshEdgeVertex && !isMainVertex;

                        int     vertexIndex      = vertexIndicesMap [x, y];
                        Vector2 percent          = new Vector2(x - 1, y - 1) / (numVertsPerLine - 3);
                        Vector2 vertexPosition2D = topLeft + new Vector2(percent.x, -percent.y) * meshSettings.meshWorldSize;
                        float   height           = heightMap [x, y];

                        if (isEdgeConnectionVertex)
                        {
                            bool  isVertical         = x == 2 || x == numVertsPerLine - 3;
                            int   dstToMainVertexA   = ((isVertical)?y - 2:x - 2) % skipIncrement;
                            int   dstToMainVertexB   = skipIncrement - dstToMainVertexA;
                            float dstPercentFromAToB = dstToMainVertexA / (float)skipIncrement;

                            float heightMainVertexA = heightMap [(isVertical) ? x : x - dstToMainVertexA, (isVertical) ? y - dstToMainVertexA : y];
                            float heightMainVertexB = heightMap [(isVertical) ? x : x + dstToMainVertexB, (isVertical) ? y + dstToMainVertexB : y];

                            height = heightMainVertexA * (1 - dstPercentFromAToB) + heightMainVertexB * dstPercentFromAToB;
                        }

                        meshData.AddVertex(new Vector3(vertexPosition2D.x, height, vertexPosition2D.y), percent, vertexIndex);

                        bool createTriangle = x < numVertsPerLine - 1 && y < numVertsPerLine - 1 && (!isEdgeConnectionVertex || (x != 2 && y != 2));

                        if (createTriangle)
                        {
                            int currentIncrement = (isMainVertex && x != numVertsPerLine - 3 && y != numVertsPerLine - 3) ? skipIncrement : 1;

                            int a = vertexIndicesMap [x, y];
                            int b = vertexIndicesMap [x + currentIncrement, y];
                            int c = vertexIndicesMap [x, y + currentIncrement];
                            int d = vertexIndicesMap [x + currentIncrement, y + currentIncrement];
                            meshData.AddTriangle(a, d, c);
                            meshData.AddTriangle(d, a, b);
                        }
                    }
                }
            }

            meshData.ProcessMesh();

            return(meshData);
        }
 public void RequestMesh(HeightMap heightMap, MeshSettings meshSettings)
 {
     hasRequestedMesh = true;
     ThreadedDataRequester.RequestData(() => MeshGenerator.GenerateTerrainMesh(heightMap.values, meshSettings, lod), OnMeshDataReceived);
 }