コード例 #1
0
        public void WieldVertices_NoUVs()
        {
            var mesh = new ProcMesh();

            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Vertices.Add(new Vec3(1, 0, 0));
            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Normals.Add(new Vec3(0, 1, 0));
            mesh.Normals.Add(new Vec3(0, 1, 0));
            mesh.Normals.Add(new Vec3(1, 0, 0));
            mesh.Normals.Add(new Vec3(0, 1, 0));
            mesh.Triangles.Add(0);
            mesh.Triangles.Add(1);
            mesh.Triangles.Add(2);
            mesh.Triangles.Add(3);

            mesh.WieldVertices();

            Assert.AreEqual(2, mesh.Vertices.Count);
            Assert.AreEqual(new Vec3(0, 0, 0), mesh.Vertices[0]);
            Assert.AreEqual(new Vec3(1, 0, 0), mesh.Vertices[1]);

            Assert.AreEqual(2, mesh.Normals.Count);
            Assert.AreEqual(new Vec3(0, 1, 0), mesh.Normals[0]);
            Assert.AreEqual(new Vec3(1, 0, 0), mesh.Normals[1]);

            Assert.AreEqual(0, mesh.UVs.Count);

            Assert.AreEqual(4, mesh.Triangles.Count);
            Assert.AreEqual(0, mesh.Triangles[0]);
            Assert.AreEqual(0, mesh.Triangles[1]);
            Assert.AreEqual(1, mesh.Triangles[2]);
            Assert.AreEqual(0, mesh.Triangles[3]);
        }
コード例 #2
0
        public void UnequalMeshCounts()
        {
            var mesh = new ProcMesh();

            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Vertices.Add(new Vec3(1, 0, 0));
            mesh.Vertices.Add(new Vec3(0, 0, 0));
            mesh.Normals.Add(new Vec3(0, 1, 0));
            mesh.Normals.Add(new Vec3(0, 1, 0));
            mesh.UVs.Add(new Vec3(0, 0, 0));
            mesh.Triangles.Add(0);
            mesh.Triangles.Add(1);
            mesh.Triangles.Add(2);
            mesh.Triangles.Add(3);

            Assert.Throws <InvalidOperationException>(() => mesh.WieldVertices());
        }
コード例 #3
0
        /// <summary>
        /// Iterates over all the blocks in a chunk and generates quads as needed, finally
        /// remeshing them into the output mesh when complete.
        /// </summary>
        void Remesh()
        {
            int chunkSize = m_ChunkProperties.ChunkSize.Value;

            for (int j = 0; j < 6; j++)
            {
                for (int t = 0; t < chunkSize; t++)
                {
                    bool planeActive = false;
                    for (int a = 0; a < chunkSize; a++)
                    {
                        for (int b = 0; b < chunkSize; b++)
                        {
                            var pos = GetAsBlockCoords(j, t, a, b);

                            if (!CanPlaceQuad(m_ChunkProperties, pos, j))
                            {
                                continue;
                            }

                            var type     = m_ChunkProperties.GetBlock(pos);
                            var texture  = type.GetTextureID(j);
                            var rotation = SolveRotation(pos, type.GetRotation(j));
                            var quad     = new GreedyMesher.Quad(rotation, texture);

                            m_GreedyMesher.SetQuad(a, b, quad);
                            planeActive = true;
                        }
                    }

                    if (planeActive)
                    {
                        m_GreedyMesher.Mesh(t, j, m_Mesh);
                    }
                }
            }

            if (m_WieldVertices)
            {
                m_Mesh.WieldVertices();
            }
        }