Esempio n. 1
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        /// <inheritdoc />
        public void BuildMesh(Tile tile, Mesh mesh)
        {
            var gameObject = new GameObject(mesh.Name);

            var uMesh = new UnityEngine.Mesh();

            uMesh.vertices  = mesh.Vertices;
            uMesh.triangles = mesh.Triangles;
            uMesh.colors    = mesh.Colors;
            uMesh.uv        = mesh.Uvs;
            uMesh.uv2       = mesh.Uvs2;
            uMesh.uv3       = mesh.Uvs3;

            uMesh.RecalculateNormals();

            gameObject.isStatic = true;
            gameObject.AddComponent <MeshFilter>().mesh = uMesh;

            // TODO use TextureIndex to select proper material.
            string texture = tile.QuadKey.LevelOfDetail == 16
                ? @"Materials/SurfaceTexturedColored"
                : @"Materials/SurfaceColored";

            gameObject.AddComponent <MeshRenderer>().sharedMaterial = _materialProvider.GetSharedMaterial(texture);
            gameObject.transform.parent = tile.GameObject.transform;
        }
Esempio n. 2
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        /// <inheritdoc />
        public void BuildFromMesh(Tile tile, Mesh mesh)
        {
            var gameObject = new GameObject(mesh.Name);

            var uMesh = new UnityEngine.Mesh();

            uMesh.vertices  = mesh.Vertices;
            uMesh.triangles = mesh.Triangles;
            uMesh.colors    = mesh.Colors;
            uMesh.uv        = mesh.Uvs;
            uMesh.uv2       = mesh.Uvs2;
            uMesh.uv3       = mesh.Uvs3;

            uMesh.RecalculateNormals();

            gameObject.isStatic = true;
            gameObject.AddComponent <MeshFilter>().mesh             = uMesh;
            gameObject.AddComponent <MeshRenderer>().sharedMaterial = _materialProvider.GetSharedMaterial(mesh.TextureIndex);
            gameObject.transform.parent = tile.GameObject.transform;
        }
Esempio n. 3
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        /// <summary> Builds mesh object and notifies observers. </summary>
        /// <remarks> Unity has vertex count limit and spliiting meshes here is quite expensive operation. </remarks>
        private static void BuildMesh(Tile tile, IList <IObserver <MapData> > observers, ITrace trace,
                                      string name, Vector3[] worldPoints, int[] triangles, Color[] unityColors,
                                      Vector2[] unityUvs, Vector2[] unityUvs2, Vector2[] unityUvs3)
        {
            if (worldPoints.Length < VertexLimit)
            {
                Mesh mesh = new Mesh(name, 0, worldPoints, triangles, unityColors, unityUvs, unityUvs2, unityUvs3);
                NotifyObservers(new MapData(tile, new Union <Element, Mesh>(mesh)), observers);
                return;
            }

            trace.Warn(TraceCategory, "Mesh '{0}' has more vertices than allowed by Unity: {1}. Will try to split..",
                       name, worldPoints.Length.ToString());
            if (worldPoints.Length != triangles.Length)
            {
                // TODO handle this case properly
                trace.Warn(TraceCategory, "Cannot split mesh {0}: vertecies count != triangles count", name);
                return;
            }

            int parts = (int)Math.Ceiling((float)worldPoints.Length / VertexLimit);

            for (int i = 0; i < parts; ++i)
            {
                var  start = i * VertexLimit;
                var  end   = Math.Min(start + VertexLimit, worldPoints.Length);
                Mesh mesh  = new Mesh(name + i, 0,
                                      worldPoints.Skip(start).Take(end - start).ToArray(),
                                      i == 0
                        ? triangles.Skip(start).Take(end - start).ToArray()
                        : triangles.Skip(start).Take(end - start).Select(tri => tri - start).ToArray(),
                                      unityColors.Skip(start).Take(end - start).ToArray(),
                                      unityUvs.Skip(start).Take(end - start).ToArray(),
                                      unityUvs2.Skip(start).Take(end - start).ToArray(),
                                      unityUvs3.Skip(start).Take(end - start).ToArray());
                NotifyObservers(new MapData(tile, new Union <Element, Mesh>(mesh)), observers);
            }
        }