public void Execute() { int nVoxels = Voxels.Length(0) * Voxels.Length(1) * Voxels.Length(2); int nCells = (Voxels.Length(0) - 1) * (Voxels.Length(1) - 1) * (Voxels.Length(2) - 1); var MemoryCache = new NativeMemoryCache(Allocator.Temp); var DedupeCache = new VoxelMeshTessellation.NativeDeduplicationCache(Allocator.Temp); var Components = new NativeList <VoxelMeshComponent>(Allocator.Temp); var Indices = new NativeList <PackedIndex>(Allocator.Temp); var Vertices = new NativeList <VoxelMeshComponentVertex>(Allocator.Temp); var Materials = new NativeArray <int>(8, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var Intersections = new NativeArray <float>(12, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var Normals = new NativeArray <float3>(12, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var solver = new SvdQefSolver <RawArrayVoxelCell> { Clamp = false }; var polygonizer = new CMSVoxelPolygonizer <RawArrayVoxelCell, CMSProperties.DataStruct, SvdQefSolver <RawArrayVoxelCell>, IntersectionSharpFeatureSolver <RawArrayVoxelCell> >(PolygonizationProperties, solver, new IntersectionSharpFeatureSolver <RawArrayVoxelCell>(), MemoryCache); int xSize = Voxels.Length(0); int ySize = Voxels.Length(1); int zSize = Voxels.Length(2); TIndexer indexer = Voxels.Indexer; for (int index = 0; index < nVoxels; ++index) { int x = 0, y = 0, z = 0; indexer.FromIndex(index, ref x, ref y, ref z); if (x < xSize - 1 && y < ySize - 1 && z < zSize - 1 && FillCell(Voxels, x, y, z, 0, Materials, Intersections, Normals)) { //TODO Directly operate on voxel array RawArrayVoxelCell cell = new RawArrayVoxelCell(0, new float3(x, y, z), Materials, Intersections, Normals); polygonizer.Polygonize(cell, Components, Indices, Vertices); } } VoxelMeshTessellation.Tessellate(Components, Indices, Vertices, Matrix4x4.identity, MeshVertices, MeshTriangles, MeshNormals, MeshMaterials, new MaterialColors(), MeshColors, DedupeCache); MemoryCache.Dispose(); DedupeCache.Dispose(); Materials.Dispose(); Intersections.Dispose(); Normals.Dispose(); Components.Dispose(); Indices.Dispose(); Vertices.Dispose(); //Cells.Dispose(); }
private void GenerateMesh() { int size = (int)Mathf.Ceil(fieldSize * scale); /*field = new TestVoxelField(size, size, size); * GenerateScene(field);*/ var dedupedTable = new Dictionary <int, List <VoxelMeshTessellation.DedupedVertex> >(); var components = new NativeList <VoxelMeshComponent>(Allocator.Persistent); var componentIndices = new NativeList <PackedIndex>(Allocator.Persistent); var componentVertices = new NativeList <VoxelMeshComponentVertex>(Allocator.Persistent); int voxels = /*1;//*/ (size - 1) * (size - 1) * (size - 1); var cellMaterials = new NativeArray <int>(voxels * 8, Allocator.Persistent); var cellIntersections = new NativeArray <float>(voxels * 12, Allocator.Persistent); var cellNormals = new NativeArray <float3>(voxels * 12, Allocator.Persistent); var cells = new NativeArray <float3>(voxels, Allocator.Persistent); int voxelIndex = 0; for (int z = 0; z < size - 1; z++) { for (int y = 0; y < size - 1; y++) { for (int x = 0; x < size - 1; x++) { if (renderLockedSelectionOnly && !(x == lockedSelection.x && y == lockedSelection.y && z == lockedSelection.z)) { continue; } //field.FillCell(x, y, z, voxelIndex, cellMaterials, cellIntersections, cellNormals); cells[voxelIndex] = new float3(x, y, z); voxelIndex++; } } } NativeMemoryCache memoryCache = new NativeMemoryCache(Allocator.Persistent); VoxelMeshTessellation.NativeDeduplicationCache dedupeCache = new VoxelMeshTessellation.NativeDeduplicationCache(Allocator.Persistent); var meshVertices = new NativeList <float3>(Allocator.Persistent); var meshNormals = new NativeList <float3>(Allocator.Persistent); var meshTriangles = new NativeList <int>(Allocator.Persistent); var meshColors = new NativeList <Color32>(Allocator.Persistent); var meshMaterials = new NativeList <int>(Allocator.Persistent); var polygonizerJob = new PolygonizeJob { Cells = cells, MemoryCache = memoryCache, Materials = cellMaterials, Intersections = cellIntersections, Normals = cellNormals, Components = components, Indices = componentIndices, Vertices = componentVertices, MeshVertices = meshVertices, MeshNormals = meshNormals, MeshTriangles = meshTriangles, MeshColors = meshColors, MeshMaterials = meshMaterials, DedupeCache = dedupeCache }; var watch = System.Diagnostics.Stopwatch.StartNew(); polygonizerJob.Schedule().Complete(); watch.Stop(); string text = "Polygonized voxel field in " + watch.ElapsedMilliseconds + "ms. Vertices: " + meshVertices.Length + ". Run: " + run; Debug.Log(text); var cam = FindObjectOfType <Camera>(); if (cam != null) { var display = cam.GetComponent <FPSDisplay>(); if (display != null) { display.SetInfo(text); } } var vertices = new List <Vector3>(meshVertices.Length); var indices = new List <int>(meshTriangles.Length); var materials = new List <int>(meshMaterials.Length); var colors = new List <Color32>(meshColors.Length); var normals = new List <Vector3>(meshNormals.Length); for (int i = 0; i < meshVertices.Length; i++) { vertices.Add(meshVertices[i]); } for (int i = 0; i < meshTriangles.Length; i++) { indices.Add(meshTriangles[i]); } for (int i = 0; i < meshMaterials.Length; i++) { materials.Add(meshMaterials[i]); } for (int i = 0; i < meshColors.Length; i++) { colors.Add(meshColors[i]); } for (int i = 0; i < meshNormals.Length; i++) { normals.Add(meshNormals[i]); } dedupeCache.Dispose(); meshVertices.Dispose(); meshNormals.Dispose(); meshTriangles.Dispose(); meshColors.Dispose(); meshMaterials.Dispose(); memoryCache.Dispose(); cells.Dispose(); cellMaterials.Dispose(); cellIntersections.Dispose(); cellNormals.Dispose(); components.Dispose(); componentIndices.Dispose(); componentVertices.Dispose(); run++; voxelMesh.Clear(false); voxelMesh.SetVertices(vertices); voxelMesh.SetNormals(normals); voxelMesh.SetTriangles(indices, 0); if (colors.Count > 0) { voxelMesh.SetColors(colors); } if (meshCollider != null) { meshCollider.sharedMesh = voxelMesh; } }