예제 #1
0
 public void SetNeighbor(QuadTreeMeshNode left, QuadTreeMeshNode right, QuadTreeMeshNode up, QuadTreeMeshNode down)
 {
     m_IsLeftEdge  = left != null && left.isEdge && (left.m_RightBottomChild.isEdge || left.m_RightTopChild.isEdge);
     m_IsRightEdge = right != null && right.isEdge && (right.m_LeftBottomChild.isEdge || right.m_LeftTopChild.isEdge);
     m_IsUpEdge    = up != null && up.isEdge && (up.m_RightBottomChild.isEdge || up.m_LeftBottomChild.isEdge);
     m_IsDownEdge  = down != null && down.isEdge && (down.m_LeftTopChild.isEdge || down.m_RightTopChild.isEdge);
     if (m_IsLeftEdge || m_IsRightEdge || m_IsUpEdge || m_IsDownEdge)
     {
         isEdge = true;
     }
     //if (left != 0 || right != 0 || up != 0 || down != 0)
     //    combinelod += 1;
 }
예제 #2
0
 public QuadTreeMeshNode(QuadTreeMeshNode leftTop, QuadTreeMeshNode leftBottom,
                         QuadTreeMeshNode rightTop, QuadTreeMeshNode rightBottom, float offsetX, float offsetY, int cellX, int cellY,
                         float cellWidth, float cellHeight) : this(offsetX, offsetY, cellX, cellY, cellWidth, cellHeight)
 {
     if (leftTop.isEdge || leftBottom.isEdge || rightTop.isEdge || rightBottom.isEdge)
     {
         this.isEdge = true;
     }
     else
     {
         this.isEdge = false;
     }
     m_LeftBottomChild  = leftBottom;
     m_LeftTopChild     = leftTop;
     m_RightBottomChild = rightBottom;
     m_RightTopChild    = rightTop;
 }
예제 #3
0
        public Mesh GenerateMesh(Texture2D texture)
        {
            int cellSize = (int)Mathf.Pow(2, depth);

            if (widthX <= 0 || widthZ <= 0 || samples < 1)
            {
                return(null);
            }
            QuadTreeMeshNode[,] cells = new QuadTreeMeshNode[cellSize, cellSize];

            //根据贴图尺寸和单元格数量,计算分配给单个单元格的像素宽高
            int w = texture.width / cellSize;
            int h = texture.height / cellSize;

            //计算Lod
            for (int i = 0; i < cellSize; i++)
            {
                for (int j = 0; j < cellSize; j++)
                {
                    var cell = new QuadTreeMeshLeaf(-widthX, -widthZ, i, j, widthX * 2 / cellSize,
                                                    widthZ * 2 / cellSize);
                    //为单元格分配指定区域的像素并计算极差和平均值
                    cell.Calculate(texture, i * w, j * h, w, h);
                    cells[i, j] = cell;
                }
            }


            float dtx = widthX * 2 / cellSize;
            float dty = widthZ * 2 / cellSize;

            MeshVertexData cache = new MeshVertexData(cellSize, cellSize, dtx, dty, -widthX, -widthZ);

            while (cellSize > 1)
            {
                cellSize = cellSize / 2;
                QuadTreeMeshNode[,] nodes = new QuadTreeMeshNode[cellSize, cellSize];
                for (int i = 0; i < cellSize; i++)
                {
                    for (int j = 0; j < cellSize; j++)
                    {
                        QuadTreeMeshNode lb   = cells[i * 2, j * 2];
                        QuadTreeMeshNode rb   = cells[i * 2 + 1, j * 2];
                        QuadTreeMeshNode lt   = cells[i * 2, j * 2 + 1];
                        QuadTreeMeshNode rt   = cells[i * 2 + 1, j * 2 + 1];
                        QuadTreeMeshNode node = new QuadTreeMeshNode(lt, lb, rt, rb, -widthX, -widthZ, i, j, widthX * 2 / cellSize,
                                                                     widthZ * 2 / cellSize);
                        nodes[i, j] = node;
                    }
                }

                for (int i = 0; i < cellSize; i++)
                {
                    for (int j = 0; j < cellSize; j++)
                    {
                        var left  = i != 0 ? nodes[i - 1, j] : null;
                        var right = i != nodes.GetLength(0) - 1 ? nodes[i + 1, j] : null;
                        var down  = j != 0 ? nodes[i, j - 1] : null;
                        var up    = j != nodes.GetLength(1) - 1 ? nodes[i, j + 1] : null;
                        nodes[i, j].SetNeighbor(left, right, up, down);
                    }
                }

                cells = nodes;
            }

            for (int i = 0; i < cellSize; i++)
            {
                for (int j = 0; j < cellSize; j++)
                {
                    cells[i, j].UpdateMesh(cache);
                }
            }

            return(cache.Apply(texture, uvDir, samples));
        }