public static void CreateMesh( NPVoxModel model, Mesh mesh, Vector3 cubeSize, Vector3 NormalVariance, int NormalVarianceSeed = 0, NPVoxOptimization optimization = NPVoxOptimization.OFF, NPVoxNormalMode NormalMode = NPVoxNormalMode.SMOOTH, int BloodColorIndex = 0, NPVoxFaces loop = null, NPVoxFaces cutout = null, NPVoxFaces include = null, int MinVertexGroups = 1, NPVoxNormalMode[] NormalModePerVoxelGroup = null, NPVoxNormalProcessorList normalProcessors = null ) { bool hasVoxelGroups = model.HasVoxelGroups(); var vertices = new Vector3[model.NumVoxels * 8]; byte vertexGroupCount = model.NumVoxelGroups; var triangles = new int[vertexGroupCount, model.NumVoxels * 36]; var normals = new Vector3[model.NumVoxels * 8]; var tangents = new Vector4[model.NumVoxels * 8]; var colors = new Color[model.NumVoxels * 8]; var tmp = new NPVoxMeshTempData[model.NumVoxels]; int currentVertexIndex = 0; var currentTriangleIndex = new int[vertexGroupCount]; for (int i = 0; i < vertexGroupCount; i++) { currentTriangleIndex[i] = 0; } UnityEngine.Random.InitState(NormalVarianceSeed); if (loop == null) { loop = new NPVoxFaces(); } if (include == null) { include = new NPVoxFaces(1, 1, 1, 1, 1, 1); } NPVoxBox voxelsToInclude = model.BoundingBox; Vector3 cutoutOffset = Vector3.zero; if (cutout != null) { Vector3 originalCenter = voxelsToInclude.SaveCenter; voxelsToInclude.Left = (sbyte)Mathf.Abs(cutout.Left); voxelsToInclude.Down = (sbyte)Mathf.Abs(cutout.Down); voxelsToInclude.Back = (sbyte)Mathf.Abs(cutout.Back); voxelsToInclude.Right = (sbyte)(voxelsToInclude.Right - (sbyte)Mathf.Abs(cutout.Right)); voxelsToInclude.Up = (sbyte)(voxelsToInclude.Up - (sbyte)Mathf.Abs(cutout.Up)); voxelsToInclude.Forward = (sbyte)(voxelsToInclude.Forward - (sbyte)Mathf.Abs(cutout.Forward)); cutoutOffset = Vector3.Scale(originalCenter - voxelsToInclude.SaveCenter, cubeSize); } NPVoxToUnity npVoxToUnity = new NPVoxToUnity(model, cubeSize); Vector3 size = new Vector3( voxelsToInclude.Size.X * cubeSize.x, voxelsToInclude.Size.Y * cubeSize.y, voxelsToInclude.Size.Z * cubeSize.z ); NPVoxBox voxelNormalNeighbours = new NPVoxBox(new NPVoxCoord(-1, -1, -1), new NPVoxCoord(1, 1, 1)); // Collect temporary data to use for model generation int voxIndex = 0; foreach (NPVoxCoord voxCoord in voxelsToInclude.Enumerate()) { if (model.HasVoxel(voxCoord)) { tmp[voxIndex] = new NPVoxMeshTempData(); tmp[voxIndex].loop = loop; tmp[voxIndex].cutout = cutout; tmp[voxIndex].include = include; // Compute voxel center tmp[voxIndex].voxelCenter = npVoxToUnity.ToUnityPosition(voxCoord) + cutoutOffset; tmp[voxIndex].voxCoord = voxCoord; tmp[voxIndex].voxToUnity = npVoxToUnity; // Determine vertex group index tmp[voxIndex].vertexGroupIndex = 0; if (hasVoxelGroups) { tmp[voxIndex].vertexGroupIndex = model.GetVoxelGroup(voxCoord); } // Determine normal Mode if (NormalModePerVoxelGroup != null && NormalModePerVoxelGroup.Length > tmp[voxIndex].vertexGroupIndex) { tmp[voxIndex].normalMode = NormalModePerVoxelGroup[tmp[voxIndex].vertexGroupIndex]; } else { tmp[voxIndex].normalMode = NormalMode; } // do we have this side tmp[voxIndex].hasLeft = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.LEFT, loop)); tmp[voxIndex].hasRight = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.RIGHT, loop)); tmp[voxIndex].hasDown = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.DOWN, loop)); tmp[voxIndex].hasUp = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.UP, loop)); tmp[voxIndex].hasForward = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.FORWARD, loop)); tmp[voxIndex].hasBack = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.BACK, loop)); // do we actually want to include this side in our mesh // NOTE: cutout < 0 means we still render the mesh even though it is cutout // cutout > 0 means we don't render the mesh when cutout tmp[voxIndex].includeLeft = (tmp[voxIndex].hasLeft || (cutout.Left < 0 && voxCoord.X == voxelsToInclude.Left)) && include.Left == 1; tmp[voxIndex].includeRight = (tmp[voxIndex].hasRight || (cutout.Right < 0 && voxCoord.X == voxelsToInclude.Right)) && include.Right == 1; tmp[voxIndex].includeUp = (tmp[voxIndex].hasUp || (cutout.Up < 0 && voxCoord.Y == voxelsToInclude.Up)) && include.Up == 1; tmp[voxIndex].includeDown = (tmp[voxIndex].hasDown || (cutout.Down < 0 && voxCoord.Y == voxelsToInclude.Down)) && include.Down == 1; tmp[voxIndex].includeBack = (tmp[voxIndex].hasBack || (cutout.Back < 0 && voxCoord.Z == voxelsToInclude.Back)) && include.Back == 1; tmp[voxIndex].includeForward = (tmp[voxIndex].hasForward || (cutout.Forward < 0 && voxCoord.Z == voxelsToInclude.Forward)) && include.Forward == 1; tmp[voxIndex].isHidden = !tmp[voxIndex].hasForward && !tmp[voxIndex].hasBack && !tmp[voxIndex].hasLeft && !tmp[voxIndex].hasRight && !tmp[voxIndex].hasUp && !tmp[voxIndex].hasDown; if (tmp[voxIndex].isHidden && optimization == NPVoxOptimization.PER_VOXEL) { continue; } if (tmp[voxIndex].isHidden && BloodColorIndex > 0) { model.SetVoxel(voxCoord, (byte)BloodColorIndex); // WTF WTF WTF?!? we should not modify the MODEL in here !!!! elfapo: AAAAHHH NOOOO!!!! :O j.k. ;) } Color color = model.GetColor(voxCoord); // prepare cube vertices tmp[voxIndex].numVertices = 0; tmp[voxIndex].vertexIndexOffsetBegin = currentVertexIndex; if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeBack || tmp[voxIndex].includeLeft || tmp[voxIndex].includeDown) { tmp[voxIndex].vertexIndexOffsets[0] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[0]] = new Vector3(-0.5f, -0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeBack || tmp[voxIndex].includeRight || tmp[voxIndex].includeDown) { tmp[voxIndex].vertexIndexOffsets[1] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[1]] = new Vector3(0.5f, -0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeBack || tmp[voxIndex].includeLeft || tmp[voxIndex].includeUp) { tmp[voxIndex].vertexIndexOffsets[2] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[2]] = new Vector3(-0.5f, 0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeBack || tmp[voxIndex].includeRight || tmp[voxIndex].includeUp) { tmp[voxIndex].vertexIndexOffsets[3] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[3]] = new Vector3(0.5f, 0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeForward || tmp[voxIndex].includeLeft || tmp[voxIndex].includeDown) { tmp[voxIndex].vertexIndexOffsets[4] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[4]] = new Vector3(-0.5f, -0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeForward || tmp[voxIndex].includeRight || tmp[voxIndex].includeDown) { tmp[voxIndex].vertexIndexOffsets[5] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[5]] = new Vector3(0.5f, -0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeForward || tmp[voxIndex].includeLeft || tmp[voxIndex].includeUp) { tmp[voxIndex].vertexIndexOffsets[6] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[6]] = new Vector3(-0.5f, 0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeForward || tmp[voxIndex].includeRight || tmp[voxIndex].includeUp) { tmp[voxIndex].vertexIndexOffsets[7] = tmp[voxIndex].numVertices++; tmp[voxIndex].vertexPositionOffsets[tmp[voxIndex].vertexIndexOffsets[7]] = new Vector3(0.5f, 0.5f, 0.5f); } // add cube faces int i = currentTriangleIndex[tmp[voxIndex].vertexGroupIndex]; // back if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeBack) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[0]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[2]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[1]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[2]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[3]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[1]; } // Forward if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeForward) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[6]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[4]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[5]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[7]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[6]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[5]; } // right if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeRight) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[1]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[3]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[5]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[3]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[7]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[5]; } // left if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeLeft) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[0]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[4]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[2]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[2]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[4]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[6]; } // up if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeUp) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[2]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[6]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[3]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[3]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[6]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[7]; } // down if (optimization != NPVoxOptimization.PER_FACE || tmp[voxIndex].includeDown) { triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[0]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[1]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[4]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[1]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[5]; triangles[tmp[voxIndex].vertexGroupIndex, i++] = tmp[voxIndex].vertexIndexOffsetBegin + tmp[voxIndex].vertexIndexOffsets[4]; } // Tangents for (int t = 0; t < tmp[voxIndex].numVertices; t++) { // store voxel center for shader usage Vector4 tangent = new Vector4(); tangent.x = tmp[voxIndex].voxelCenter.x; tangent.y = tmp[voxIndex].voxelCenter.y; tangent.z = tmp[voxIndex].voxelCenter.z; // encode model size tangent.w = ((voxelsToInclude.Size.X & 0x7F) << 14) | ((voxelsToInclude.Size.Y & 0x7F) << 7) | (voxelsToInclude.Size.Z & 0x7F); tangents[tmp[voxIndex].vertexIndexOffsetBegin + t] = tangent; } // UVs for (int t = 0; t < tmp[voxIndex].numVertices; t++) { colors[tmp[voxIndex].vertexIndexOffsetBegin + t] = color; } // translate & scale vertices to voxel position for (int t = 0; t < tmp[voxIndex].numVertices; t++) { vertices[tmp[voxIndex].vertexIndexOffsetBegin + t] = tmp[voxIndex].voxelCenter + Vector3.Scale(tmp[voxIndex].vertexPositionOffsets[t], cubeSize); } currentTriangleIndex[tmp[voxIndex].vertexGroupIndex] = i; currentVertexIndex += tmp[voxIndex].numVertices; voxIndex++; } } // elfapo: Remove invalid voxel information Array.Resize(ref tmp, voxIndex); ////////////////////////////////////// NORMAL STAGES //////////////////////////////////////// // elfapo TODO: Test area 'Normal Processor' Move Normal Processor stages to Normal Processor Pipeline: //NPVoxNormalProcessor_Voxel generator = ScriptableObject.CreateInstance<NPVoxNormalProcessor_Voxel>(); //NPVoxNormalProcessor_Variance processor = ScriptableObject.CreateInstance<NPVoxNormalProcessor_Variance>(); //generator.InitOutputBuffer(normals); //processor.InitOutputBuffer(normals); //processor.NormalVariance = NormalVariance; //processor.NormalVarianceSeed = NormalVarianceSeed; //if (NormalModePerVoxelGroup != null && NormalModePerVoxelGroup.Length > 0) //{ // for (int i = 0; i < NormalModePerVoxelGroup.Length; i++) // { // generator.ClearVoxelGroupFilters(); // generator.AddVoxelGroupFilter(i); // generator.NormalMode = NormalModePerVoxelGroup[i]; // generator.Process(model, tmp, normals, normals); // } // processor.Process(model, tmp, normals, normals); //} //else //{ // generator.NormalMode = NormalMode; // generator.Process(model, tmp, normals, normals); // processor.Process(model, tmp, normals, normals); //} //ScriptableObject.DestroyImmediate(generator); //ScriptableObject.DestroyImmediate(processor); if (normalProcessors != null) { normalProcessors.Run(model, tmp, normals, normals); } ////////////////////////////////////////////////////////////////////////////////////////////// // shrink arrays as needed if (optimization != NPVoxOptimization.OFF) { Array.Resize(ref vertices, currentVertexIndex); Array.Resize(ref normals, currentVertexIndex); Array.Resize(ref tangents, currentVertexIndex); Array.Resize(ref colors, currentVertexIndex); } mesh.vertices = vertices; if (hasVoxelGroups) { mesh.subMeshCount = Math.Max(vertexGroupCount, MinVertexGroups); for (int i = 0; i < vertexGroupCount; i++) { int numberOfTrianglesForVertexGroup = currentTriangleIndex[i]; int[] trianglesForVertexGroup = new int[numberOfTrianglesForVertexGroup]; for (int j = 0; j < numberOfTrianglesForVertexGroup; j++) { trianglesForVertexGroup[j] = triangles[i, j]; } mesh.SetTriangles(trianglesForVertexGroup, i); } } else { int numberOfTrianglesForVertexGroup = currentTriangleIndex[0]; int[] trianglesForVertexGroup = new int[numberOfTrianglesForVertexGroup]; Buffer.BlockCopy(triangles, 0, trianglesForVertexGroup, 0, numberOfTrianglesForVertexGroup * sizeof(int)); if (MinVertexGroups < 2) { mesh.triangles = trianglesForVertexGroup; } else { mesh.subMeshCount = MinVertexGroups; mesh.SetTriangles(trianglesForVertexGroup, 0); } } mesh.normals = normals; mesh.tangents = tangents; mesh.colors = colors; mesh.bounds = new Bounds(Vector3.zero, size); if (NormalMode == NPVoxNormalMode.AUTO) { mesh.RecalculateNormals(); } }
public static void CreateMesh( NPVoxModel model, Mesh mesh, Vector3 cubeSize, Vector3 NormalVariance, int NormalVarianceSeed = 0, NPVoxOptimization optimization = NPVoxOptimization.OFF, NPVoxNormalMode NormalMode = NPVoxNormalMode.SMOOTH, int BloodColorIndex = 0, NPVoxFaces loop = null, NPVoxFaces cutout = null, NPVoxFaces include = null, int MinVertexGroups = 1, NPVoxNormalMode[] NormalModePerVoxelGroup = null ) { bool hasVoxelGroups = model.HasVoxelGroups(); var vertices = new Vector3[model.NumVoxels * 8]; byte vertexGroupCount = model.NumVoxelGroups; var triangles = new int[vertexGroupCount, model.NumVoxels * 36]; var normals = new Vector3[model.NumVoxels * 8]; var tangents = new Vector4[model.NumVoxels * 8]; var colors = new Color[model.NumVoxels * 8]; int currentVertexIndex = 0; var currentTriangleIndex = new int[vertexGroupCount]; for (int i = 0; i < vertexGroupCount; i++) { currentTriangleIndex[i] = 0; } UnityEngine.Random.InitState(NormalVarianceSeed); if (loop == null) { loop = new NPVoxFaces(); } if (include == null) { include = new NPVoxFaces(1, 1, 1, 1, 1, 1); } NPVoxBox voxelsToInclude = model.BoundingBox; Vector3 cutoutOffset = Vector3.zero; if (cutout != null) { Vector3 originalCenter = voxelsToInclude.SaveCenter; voxelsToInclude.Left = (sbyte)Mathf.Abs(cutout.Left); voxelsToInclude.Down = (sbyte)Mathf.Abs(cutout.Down); voxelsToInclude.Back = (sbyte)Mathf.Abs(cutout.Back); voxelsToInclude.Right = (sbyte)(voxelsToInclude.Right - (sbyte)Mathf.Abs(cutout.Right)); voxelsToInclude.Up = (sbyte)(voxelsToInclude.Up - (sbyte)Mathf.Abs(cutout.Up)); voxelsToInclude.Forward = (sbyte)(voxelsToInclude.Forward - (sbyte)Mathf.Abs(cutout.Forward)); cutoutOffset = Vector3.Scale(originalCenter - voxelsToInclude.SaveCenter, cubeSize); } NPVoxToUnity npVoxToUnity = new NPVoxToUnity(model, cubeSize); Vector3 size = new Vector3( voxelsToInclude.Size.X * cubeSize.x, voxelsToInclude.Size.Y * cubeSize.y, voxelsToInclude.Size.Z * cubeSize.z ); NPVoxBox voxelNormalNeighbours = new NPVoxBox(new NPVoxCoord(-1, -1, -1), new NPVoxCoord(1, 1, 1)); NPVoxNormalMode normalMode = NormalMode; foreach (NPVoxCoord voxCoord in voxelsToInclude.Enumerate()) { if (model.HasVoxel(voxCoord)) { Vector3 voxelCenter = npVoxToUnity.ToUnityPosition(voxCoord) + cutoutOffset; int vertexGroupIndex = 0; if (hasVoxelGroups) { vertexGroupIndex = model.GetVoxelGroup(voxCoord); } if (NormalModePerVoxelGroup != null && NormalModePerVoxelGroup.Length > vertexGroupIndex) { normalMode = NormalModePerVoxelGroup[vertexGroupIndex]; } else { normalMode = NormalMode; } // do we have this side bool hasLeft = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.LEFT, loop)); bool hasRight = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.RIGHT, loop)); bool hasDown = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.DOWN, loop)); bool hasUp = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.UP, loop)); bool hasForward = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.FORWARD, loop)); bool hasBack = !model.HasVoxel(model.LoopCoord(voxCoord + NPVoxCoord.BACK, loop)); // do we actually want to include this side in our mesh // NOTE: cutout < 0 means we still render the mesh even though it is cutout // cutout > 0 means we don't render the mesh when cutout bool includeLeft = (hasLeft || (cutout.Left < 0 && voxCoord.X == voxelsToInclude.Left)) && include.Left == 1; bool includeRight = (hasRight || (cutout.Right < 0 && voxCoord.X == voxelsToInclude.Right)) && include.Right == 1; bool includeUp = (hasUp || (cutout.Up < 0 && voxCoord.Y == voxelsToInclude.Up)) && include.Up == 1; bool includeDown = (hasDown || (cutout.Down < 0 && voxCoord.Y == voxelsToInclude.Down)) && include.Down == 1; bool includeBack = (hasBack || (cutout.Back < 0 && voxCoord.Z == voxelsToInclude.Back)) && include.Back == 1; bool includeForward = (hasForward || (cutout.Forward < 0 && voxCoord.Z == voxelsToInclude.Forward)) && include.Forward == 1; bool isHidden = !hasForward && !hasBack && !hasLeft && !hasRight && !hasUp && !hasDown; if (isHidden && optimization == NPVoxOptimization.PER_VOXEL) { continue; } if (isHidden && BloodColorIndex > 0) { model.SetVoxel(voxCoord, (byte)BloodColorIndex); // WTF WTF WTF?!? we should not modify the MODEL in here !!!! } Color color = model.GetColor(voxCoord); // prepare cube vertices int numVertices = 0; int[] vertexIndexOffsets = new int[8]; Vector3[] vertexPositionOffsets = new Vector3[8]; if (optimization != NPVoxOptimization.PER_FACE || includeBack || includeLeft || includeDown) { vertexIndexOffsets[0] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[0]] = new Vector3(-0.5f, -0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeBack || includeRight || includeDown) { vertexIndexOffsets[1] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[1]] = new Vector3(0.5f, -0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeBack || includeLeft || includeUp) { vertexIndexOffsets[2] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[2]] = new Vector3(-0.5f, 0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeBack || includeRight || includeUp) { vertexIndexOffsets[3] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[3]] = new Vector3(0.5f, 0.5f, -0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeForward || includeLeft || includeDown) { vertexIndexOffsets[4] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[4]] = new Vector3(-0.5f, -0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeForward || includeRight || includeDown) { vertexIndexOffsets[5] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[5]] = new Vector3(0.5f, -0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeForward || includeLeft || includeUp) { vertexIndexOffsets[6] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[6]] = new Vector3(-0.5f, 0.5f, 0.5f); } if (optimization != NPVoxOptimization.PER_FACE || includeForward || includeRight || includeUp) { vertexIndexOffsets[7] = numVertices++; vertexPositionOffsets[vertexIndexOffsets[7]] = new Vector3(0.5f, 0.5f, 0.5f); } // add cube faces int i = currentTriangleIndex[vertexGroupIndex]; // back if (optimization != NPVoxOptimization.PER_FACE || includeBack) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[0]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[2]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[1]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[2]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[3]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[1]; } // Forward if (optimization != NPVoxOptimization.PER_FACE || includeForward) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[6]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[4]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[5]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[7]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[6]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[5]; } // right if (optimization != NPVoxOptimization.PER_FACE || includeRight) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[1]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[3]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[5]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[3]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[7]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[5]; } // left if (optimization != NPVoxOptimization.PER_FACE || includeLeft) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[0]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[4]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[2]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[2]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[4]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[6]; } // up if (optimization != NPVoxOptimization.PER_FACE || includeUp) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[2]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[6]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[3]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[3]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[6]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[7]; } // down if (optimization != NPVoxOptimization.PER_FACE || includeDown) { triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[0]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[1]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[4]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[1]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[5]; triangles[vertexGroupIndex, i++] = currentVertexIndex + vertexIndexOffsets[4]; } // TODO create some kind of strategy pattern for the normal calculation, else this here is becomming a mess ... Vector3 variance = Vector3.zero; if (NormalVariance.x != 0 || NormalVariance.y != 0 || NormalVariance.z != 0) { variance.x = -NormalVariance.x * 0.5f + 2 * UnityEngine.Random.value * NormalVariance.x; variance.y = -NormalVariance.y * 0.5f + 2 * UnityEngine.Random.value * NormalVariance.y; variance.z = -NormalVariance.z * 0.5f + 2 * UnityEngine.Random.value * NormalVariance.z; } // calculate normals based on present neighbour voxels Vector3 voxelNormal = Vector3.zero; if (!isHidden) { foreach (NPVoxCoord offset in voxelNormalNeighbours.Enumerate()) { NPVoxCoord checkCoord = voxCoord + offset; checkCoord = model.LoopCoord(checkCoord, loop); if (!model.HasVoxel(checkCoord)) { voxelNormal += NPVoxCoordUtil.ToVector(offset); } } voxelNormal.Normalize(); } else { voxelNormal = voxelCenter.normalized; } // Normals for (int t = 0; t < numVertices; t++) { Vector3 normal = Vector3.zero; switch (normalMode) { case NPVoxNormalMode.VOXEL: normal = voxelNormal; normal = Vector3.zero; if (vertexPositionOffsets[t].x < 0.0f) { if (hasLeft && !hasForward && !hasBack && !hasUp && !hasDown) { normal.x = -1; } else { normal.x = voxelNormal.x; } } else if (vertexPositionOffsets[t].x > 0.0f) { if (hasRight && !hasForward && !hasBack && !hasUp && !hasDown) { normal.x = 1; } else { normal.x = voxelNormal.x; } } if (vertexPositionOffsets[t].y < 0.0f) { if (hasUp && !hasForward && !hasBack && !hasLeft && !hasRight) { normal.y = -1; } else { normal.y = voxelNormal.y; } } else if (vertexPositionOffsets[t].y > 0.0f) { if (hasDown && !hasForward && !hasBack && !hasLeft && !hasRight) { normal.y = +1; } else { normal.y = voxelNormal.y; } } if (vertexPositionOffsets[t].z < 0.0f) { if (hasBack && !hasLeft && !hasRight && !hasUp && !hasDown) { normal.z = -1; } else { normal.z = voxelNormal.z; } } else if (vertexPositionOffsets[t].z > 0.0f) { if (hasForward && !hasLeft && !hasRight && !hasUp && !hasDown) { normal.z = +1; } else { normal.z = voxelNormal.z; } } if (Mathf.Abs(normal.x) < 0.1f && Mathf.Abs(normal.y) < 0.1f && Mathf.Abs(normal.z) < 0.1f) { // we would like to have full color when we are a stand-alone voxel, however there is no way to do so right now, so we just // fallback to the centoid normal normal = voxelCenter; } normal.Normalize(); break; case NPVoxNormalMode.SMOOTH: normal = Vector3.zero; for (float xx = -0.5f; xx < 1.0f; xx += 1f) { for (float yy = -.5f; yy < 1; yy += 1) { for (float zz = -.5f; zz < 1; zz += 1) { sbyte xCoord = (sbyte)Mathf.Round(vertexPositionOffsets[t].x + xx); sbyte yCoord = (sbyte)Mathf.Round(vertexPositionOffsets[t].y + yy); sbyte zCoord = (sbyte)Mathf.Round(vertexPositionOffsets[t].z + zz); if (!model.HasVoxel(voxCoord + new NPVoxCoord((sbyte)xCoord, (sbyte)yCoord, (sbyte)zCoord))) { normal += new Vector3( xx, yy, zz ); } } } } normal.Normalize(); break; case NPVoxNormalMode.FORWARD: normal = Vector3.forward; break; case NPVoxNormalMode.BACK: normal = Vector3.back; break; case NPVoxNormalMode.UP: normal = Vector3.up; break; case NPVoxNormalMode.DOWN: normal = Vector3.down; break; case NPVoxNormalMode.LEFT: normal = Vector3.left; break; case NPVoxNormalMode.RIGHT: normal = Vector3.right; break; } normals[currentVertexIndex + t] = (normal + variance).normalized; // store voxel center for shader usage Vector4 tangent = new Vector4(); tangent.x = voxelCenter.x; tangent.y = voxelCenter.y; tangent.z = voxelCenter.z; // encode model size tangent.w = ((voxelsToInclude.Size.X & 0x7F) << 14) | ((voxelsToInclude.Size.Y & 0x7F) << 7) | (voxelsToInclude.Size.Z & 0x7F); tangents[currentVertexIndex + t] = tangent; } // UVs for (int t = 0; t < numVertices; t++) { colors[currentVertexIndex + t] = color; } // translate & scale vertices to voxel position for (int t = 0; t < numVertices; t++) { vertices[currentVertexIndex + t] = voxelCenter + Vector3.Scale(vertexPositionOffsets[t], cubeSize); } currentTriangleIndex[vertexGroupIndex] = i; currentVertexIndex += numVertices; } } // shrink arrays as needed if (optimization != NPVoxOptimization.OFF) { Array.Resize(ref vertices, currentVertexIndex); Array.Resize(ref normals, currentVertexIndex); Array.Resize(ref tangents, currentVertexIndex); Array.Resize(ref colors, currentVertexIndex); } mesh.vertices = vertices; if (hasVoxelGroups) { mesh.subMeshCount = Math.Max(vertexGroupCount, MinVertexGroups); for (int i = 0; i < vertexGroupCount; i++) { int numberOfTrianglesForVertexGroup = currentTriangleIndex[i]; int[] trianglesForVertexGroup = new int[numberOfTrianglesForVertexGroup]; for (int j = 0; j < numberOfTrianglesForVertexGroup; j++) { trianglesForVertexGroup[j] = triangles[i, j]; } mesh.SetTriangles(trianglesForVertexGroup, i); } } else { int numberOfTrianglesForVertexGroup = currentTriangleIndex[0]; int[] trianglesForVertexGroup = new int[numberOfTrianglesForVertexGroup]; Buffer.BlockCopy(triangles, 0, trianglesForVertexGroup, 0, numberOfTrianglesForVertexGroup * sizeof(int)); if (MinVertexGroups < 2) { mesh.triangles = trianglesForVertexGroup; } else { mesh.subMeshCount = MinVertexGroups; mesh.SetTriangles(trianglesForVertexGroup, 0); } } mesh.normals = normals; mesh.tangents = tangents; mesh.colors = colors; mesh.bounds = new Bounds(Vector3.zero, size); if (NormalMode == NPVoxNormalMode.AUTO) { mesh.RecalculateNormals(); } }