private TerrainChunkMeshData GetInterpolatedDataLod(int lodLevel, int[] neighbors) { var lod = Consts.LodsAmount - lodLevel - _maxDataLod; var amount = (HeigthData.GetLength(0) - 1) * ((int)Mathf.Pow(2, lod)) + 1; var matrix = Assistant.CreateVerticesMatrix(amount, Consts.UnitSize); for (int i = 0; i < HeigthData.GetLength(0) - 1; i++) { for (int j = 0; j < HeigthData.GetLength(1) - 1; j++) { var interpolatedData = GetInterpolatedData(new Int2(i + 1, j), (int)Mathf.Pow(2, lod) - 1); for (int k = 0; k < interpolatedData.GetLength(0); k++) { for (int l = 0; l < interpolatedData.GetLength(1); l++) { matrix[i * (interpolatedData.GetLength(0) - 1) + k, j *(interpolatedData.GetLength(0) - 1) + l].y = interpolatedData[k, interpolatedData.GetLength(1) - 1 - l] * MaxHeight; } } } } var verts = Assistant.CheckNeighbors(matrix, lodLevel, neighbors).ToArray(); var data = new TerrainChunkMeshData() { Vertices = verts, Colors32 = Assistant.CreateColorsFromVerticies(verts), Triangles = Assistant.CreateTriangles(amount), UVs = Assistant.CreateUvs(amount), Lod = lodLevel }; PostProcessChunkMeshData(ref data); return(data); }
private TerrainChunkMeshData GetBaseDataLod(int lodLevel, int[] neighbors) { var amount = (HeigthData.GetLength(0)); var verts = Assistant.CheckNeighbors(PickDataVertices(1), lodLevel, neighbors).ToArray(); var data = new TerrainChunkMeshData() { Vertices = verts, Colors32 = Assistant.CreateColorsFromVerticies(verts), Triangles = Assistant.CreateTriangles(amount), UVs = Assistant.CreateUvs(amount), Lod = lodLevel }; PostProcessChunkMeshData(ref data); return(data); }
private TerrainChunkMeshData GetDataLod(int lodLevel, int[] neighbors) { var lod = Consts.LodsAmount - lodLevel; if (lod > _maxDataLod - 1) { lod = _maxDataLod - 1; } var length = HeigthData.GetLength(0); var step = (length - 1) / (int)Mathf.Pow(2, lod); var amount = (length - 1) / step + 1; var verts = Assistant.CheckNeighbors(PickDataVertices(step), lodLevel, neighbors).ToArray(); var data = new TerrainChunkMeshData() { Vertices = verts, Colors32 = Assistant.CreateColorsFromVerticies(verts), Triangles = Assistant.CreateTriangles(amount), UVs = Assistant.CreateUvs(amount), Lod = lodLevel }; PostProcessChunkMeshData(ref data); return(data); }