public void clearSuperRenderers(byte detailLevel, int x, int y, int z, VoxelTree control) { if (detailLevel > 0) { short factor = (short)(1 << (detailLevel - CHILD_COUNT_POWER)); byte xi = (byte)(x / factor); byte yi = (byte)(y / factor); byte zi = (byte)(z / factor); if (renderer != null && filledWithSubRenderers(false)) { control.enqueueJob(new DropRendererJob(renderer)); renderer = null; } ((VoxelBlock)children[xi, yi, zi]).clearSuperRenderers((byte)(detailLevel - CHILD_COUNT_POWER), x - xi * factor, y - yi * factor, z - zi * factor, control); } }
public void genMesh(VoxelUpdateInfo info) { if (control == null) { return; } size = info.size; Queue <int[]> triangleSet = new Queue <int[]>(); vertices = new Dictionary <int, object>(); vertexSubstances = new Dictionary <int, byte>(); Voxel[, ,] voxels = createVoxelArray(info); MarchingCubes.setup(info.size / VOXEL_DIMENSION, control.isoLevel, ref vertices, ref vertexSubstances, ref voxels, position - new Vector3(0.5f, 0.5f, 0.5f) * size / VOXEL_DIMENSION, null); int totalTris = 0; for (byte x = (byte)(1 - xExtend), x1 = (byte)(x + 1); x1 < xDim; x = x1++) { for (byte y = (byte)(1 - yExtend), y1 = (byte)(y + 1); y1 < yDim; y = y1++) { for (byte z = (byte)(1 - zExtend), z1 = (byte)(z + 1); z1 < zDim; z = z1++) { lock (control) { VoxelHolder block = info.getSub(VOXEL_COUNT_POWER, VOXEL_DIMENSION + x, VOXEL_DIMENSION + y, VOXEL_DIMENSION + z); voxels[x1, y1, z1] = block.toVoxel(); int[] tris = MarchingCubes.lookupTriangles(x, y, z, x1, y1, z1); if (tris == null) { continue; } triangleSet.Enqueue(tris); totalTris += tris.Length; } } } } if (vertices.Count < 1) { applied = true; return; } List <int> triangles = new List <int>(); List <Vector3> finalVertices = new List <Vector3>(vertices.Count); //List<byte> finalMats = new List<byte>(vertices.Count); while (triangleSet.Count > 0) { int[] triangleList = triangleSet.Dequeue(); for (int i = 0; i < triangleList.Length; ++i) { if (vertices[triangleList[i]].GetType() == typeof(Vector3)) { finalVertices.Add((Vector3)vertices[triangleList[i]]); //finalMats.Add(vertexSubstances[triangleList[i]]); vertices[triangleList[i]] = finalVertices.Count - 1; } triangles.Add((int)vertices[triangleList[i]]); } } VERTS = finalVertices.ToArray(); TRIS = triangles.ToArray(); //MATS = finalMats.ToArray(); calcNorms(); alignEdge(info, 0, 1, 1); alignEdge(info, 2, 1, 1); alignEdge(info, 1, 0, 1); alignEdge(info, 1, 2, 1); alignEdge(info, 1, 1, 0); alignEdge(info, 1, 1, 2); lock (control) { control.enqueueJob(new ApplyMeshJob(this, info.detailLevel, info.x, info.y, info.z)); } }