public void setBlock(int x, int y, int z, RayCastBlockType block) { if (y >= 0 && y < sizeY) { int lx = ((x % sizeX) + sizeX) % sizeX; int ly = y; int lz = ((z % sizeZ) + sizeZ) % sizeZ; blocks[lx, ly, lz] = block; } }
public bool testBlock(int x, int y, int z, RayCastBlockType mask) { if (y >= 0 && y < sizeY) { int lx = ((x % sizeX) + sizeX) % sizeX; int ly = y; int lz = ((z % sizeZ) + sizeZ) % sizeZ; return((((byte)blocks[lx, ly, lz]) & (byte)mask) != 0); } return(false); }
public RayCastRestult rayCast(Vector3 startPos, Vector3 dir, float length, RayCastBlockType mask) { RayCastRestult outResult; //求局部坐标,左下角为(0,0,0),单位长度为chunkSize Vector3 localStartPos = startPos - new Vector3(baseX, baseY, baseZ); RayCastResult rlt = RayTrace.rayCast(localStartPos, dir, this, length, mask);//进行粗糙范围射线追踪 outResult.bHit = rlt.bHit; if (rlt.hitLength > length) { outResult.bHit = false; } outResult.hitFaceIndex = (int)rlt.faceIndex; outResult.hitLength = rlt.hitLength; return(outResult); }
public static RayCastResult rayTraceSmall(Vector3 startPos, DirInfo dirInfo, RayCastManager rtm, Face faceIn, float maxLength, RayCastBlockType mask) { int X = (int)(startPos.x + dirInfo.stepX * 0.0001f); int Y = (int)(startPos.y + dirInfo.stepY * 0.0001f); int Z = (int)(startPos.z + dirInfo.stepZ * 0.0001f); float tMaxX = (dirInfo.stepX > 0 ? (1 - (startPos.x - X)) : (startPos.x - X)) * dirInfo.tDeltaX;//沿射线走多远才能跳到下一个X格 float tMaxY = (dirInfo.stepY > 0 ? (1 - (startPos.y - Y)) : (startPos.y - Y)) * dirInfo.tDeltaY; float tMaxZ = (dirInfo.stepZ > 0 ? (1 - (startPos.z - Z)) : (startPos.z - Z)) * dirInfo.tDeltaZ; int outSizeX = dirInfo.stepX > 0 ? rtm.getSizeX() : -1; int outSizeY = dirInfo.stepY > 0 ? rtm.getSizeY() : -1; int outSizeZ = dirInfo.stepZ > 0 ? rtm.getSizeZ() : -1; while (true) { if (tMaxX < tMaxY) { if (tMaxX < tMaxZ) { X += dirInfo.stepX; if (X == outSizeX) { return(new RayCastResult(false, X, Y, Z, dirInfo.stepX > 0 ? Face.FNI_x0 : Face.FNI_x1, tMaxX)); } else { if (tMaxX > maxLength) { return(new RayCastResult(false, X, Y, Z, Face.FNI_OutOfLength, tMaxX)); } else if (rtm.testBlock(X, Y, Z, mask)) { return(new RayCastResult(true, X, Y, Z, dirInfo.stepX > 0 ? Face.FNI_x0 : Face.FNI_x1, tMaxX)); } } tMaxX += dirInfo.tDeltaX; } else { Z += dirInfo.stepZ; if (Z == outSizeZ) { return(new RayCastResult(false, X, Y, Z, dirInfo.stepZ > 0 ? Face.FNI_z0 : Face.FNI_z1, tMaxZ)); } else { if (tMaxZ > maxLength) { return(new RayCastResult(false, X, Y, Z, Face.FNI_OutOfLength, tMaxZ)); } else if (rtm.testBlock(X, Y, Z, mask)) { return(new RayCastResult(true, X, Y, Z, dirInfo.stepZ > 0 ? Face.FNI_z0 : Face.FNI_z1, tMaxZ)); } } tMaxZ += dirInfo.tDeltaZ; } } else { if (tMaxY < tMaxZ) { Y += dirInfo.stepY; if (Y == outSizeY) { return(new RayCastResult(false, X, Y, Z, dirInfo.stepY > 0 ? Face.FNI_y0 : Face.FNI_y1, tMaxY)); } else { if (tMaxY > maxLength) { return(new RayCastResult(false, X, Y, Z, Face.FNI_OutOfLength, tMaxY)); } else if (rtm.testBlock(X, Y, Z, mask)) { return(new RayCastResult(true, X, Y, Z, dirInfo.stepY > 0 ? Face.FNI_y0 : Face.FNI_y1, tMaxY)); } } tMaxY += dirInfo.tDeltaY; } else { Z += dirInfo.stepZ; if (Z == outSizeZ) { return(new RayCastResult(false, X, Y, Z, dirInfo.stepZ > 0 ? Face.FNI_z0 : Face.FNI_z1, tMaxZ)); } else { if (tMaxZ > maxLength) { return(new RayCastResult(false, X, Y, Z, Face.FNI_OutOfLength, tMaxZ)); } else if (rtm.testBlock(X, Y, Z, mask)) { return(new RayCastResult(true, X, Y, Z, dirInfo.stepZ > 0 ? Face.FNI_z0 : Face.FNI_z1, tMaxZ)); } } tMaxZ += dirInfo.tDeltaZ; } } } }
public static RayCastResult rayCast(Vector3 startPos, Vector3 dir, RayCastManager rtm, float length, RayCastBlockType mask) { DirInfo dirInfo = new DirInfo(dir); Vector3 startPosInner = startPos; float hitTime = 0; float startOffset = 0; bool bHitBounds = true;//能击中总区域,或者在内部 if (startPos.x >= 0 && startPos.x < rtm.getSizeX() && startPos.y >= 0 && startPos.y < rtm.getSizeY() && startPos.z >= 0 && startPos.z < rtm.getSizeZ()) { bHitBounds = true; } else { bHitBounds = Misc.rayHitAABB(startPos, dir, new Vector3(0, 0, 0), rtm.getSize(), ref hitTime); if (hitTime > 0) { startOffset = hitTime; } startPosInner = startPos + dir * startOffset - dir * 0.01f; } if (bHitBounds) { RayCastResult rlt = rayTraceSmall(startPosInner, dirInfo, rtm, Face.FNI_Unknown, length - startOffset, mask); rlt.hitLength += startOffset; return(rlt); } else { return(new RayCastResult(false, 0, 0, 0, Face.FNI_Unknown, 0)); } }
IEnumerator InitWorld() { Block.BlockManager bm = new Block.BlockManager(); for (int i = 0; i < (int)Game.BlockType.Num; i++) { for (int f = 0; f < 6; f++) { Game.BlockType block = (Game.BlockType)i; texturePacker.AddTexture(block, f, TextureNameConfig.GetTextureName(block, f)); } } texturePacker.Pack(); packedTexture = texturePacker.GetPackedTexture(); BlockTypeFun blockTypeFun = new BlockTypeFun(); blockTypeFun.texturePacker = texturePacker; //float startTime = Time.realtimeSinceStartup; int WorldSizeX = 8; int WorldSizeY = 2; int WorldSizeZ = 8; //申请内存 bm.create(WorldSizeX * Const.ChunkSize, WorldSizeY * Const.ChunkSize, WorldSizeZ * Const.ChunkSize, blockTypeFun); DebugTool.Log("申请内存"); yield return(null); // TerrainTool.createTerrain(bm, WorldSizeX, WorldSizeY, WorldSizeZ); DebugTool.Log("创建地形"); yield return(null); TerrainTool.createTree(bm, WorldSizeX, WorldSizeY, WorldSizeZ); DebugTool.Log("创建树"); yield return(null); List <HouseItem> houseItems = new List <HouseItem>(); TerrainTool.createBuildings(bm, ref houseItems); DebugTool.Log("创建建筑完成"); yield return(null); //光线追踪初始化 RayCastManager rtm = new RayCastManager(); rtm.create(bm.SizeX, bm.SizeY, bm.SizeZ); for (int x = 0; x < rtm.getSizeX(); x++) { for (int z = 0; z < rtm.getSizeZ(); z++) { for (int y = 0; y < rtm.getSizeY(); y++) { short block = bm.getBlock(x, y, z); RayCastBlockType rlt = 0; rlt |= blockTypeFun.isCollider(block) ? RayCastBlockType.Collider : RayCastBlockType.Nothing; rlt |= blockTypeFun.isOpacity(block) ? RayCastBlockType.Opacity : RayCastBlockType.Nothing; rtm.setBlock(x, y, z, rlt); } rtm.updateInSun(x, z); } } //预处理光线 Vector3[][] rays = new Vector3[6][]; { for (int i = 0; i < 6; i++) { rays[i] = TerrainTool.getRandomRays(9, i); } } DebugTool.Log("预处理光线追踪完成"); yield return(null); rtm.updateAllLight(); DebugTool.Log("扩散光照计算完毕"); yield return(null); //int[] lightCount = new int[Const.MaxLightIteration + 1]; //for (int i = 0; i < WorldSizeX * Const.ChunkSize; i++) { // for (int k = 0; k < WorldSizeZ * Const.ChunkSize; k++) { // for (int j = 0; j < WorldSizeY * Const.ChunkSize; j++) { // lightCount[rtm.getLight(i, j, k)]++; // } // } //} //for (int i = 0; i < lightCount.Length; i++) { // Debug.Log("light (" + i + ") = " + lightCount[i]); //} Texture2D lightMap = new Texture2D(256, 256, TextureFormat.RGBAHalf, false); Color[] colors = new Color[256 * 256]; for (int i = 0; i < 256; i++) { for (int j = 0; j < 256; j++) { colors[j * 256 + i] = new Color(i / 256.0f, i / 256.0f, i / 256.0f, 1) * 2; } } lightMap.SetPixels(colors); lightMap.Apply(); LightmapData[] lightmaps = new LightmapData[1]; lightmaps[0] = new LightmapData(); lightmaps[0].lightmapFar = lightMap; lightmaps[0].lightmapNear = lightMap; LightmapSettings.lightmaps = lightmaps; GameObject itemsRoot = new GameObject("items"); for (int i = 0; i < houseItems.Count; i++) { HouseItem item = houseItems[i]; string path = HouseItemGenerator.GetItemPrefabPath(item.item); GameObject prefab = GlobalResources.loadPrefab(path); if (prefab != null) { GameObject inst = GameObject.Instantiate <GameObject>(prefab); inst.name = houseItems[i].item.ToString(); inst.transform.parent = itemsRoot.transform; inst.transform.position = houseItems[i].pos + new Vector3(0.5f, 0f, 0.5f); MeshRenderer renderer = inst.GetComponentInChildren <MeshRenderer>(); renderer.lightmapIndex = 0; inst.isStatic = true; float light = rtm.getLight(item.pos.x, item.pos.y, item.pos.z) / (float)Const.MaxLightIteration; light = Mathf.Lerp(0.0f, 0.6f, light); renderer.lightmapScaleOffset = new Vector4(0, 0, light, 0f); //MeshFilter meshFilter = inst.GetComponentInChildren<MeshFilter>(); //Mesh mesh = meshFilter.mesh; //Color32[] colors = new Color32[mesh.colors.Length]; //byte c = (byte)(rtm.getLight(item.pos.x, item.pos.y, item.pos.z) * 255); //ArrayTool.SetAll(colors, new Color32(c,c,c,1)); //mesh.colors32 = colors; } else { int a = 0; } } //初始化AO计算 rma = new RayMarchingAo(); rma.Init(rtm); //ViewVoxel viewVoxel = GameObject.FindObjectOfType<ViewVoxel>(); //if (viewVoxel) { // Texture3D voxelTex3D = rma.GetVoxelTexture(); // //OpenGLLibrary.glEnable(OpenGL.GL_TEXTURE_3D); // //OpenGLLibrary.glBindTexture(OpenGL.GL_TEXTURE_3D, voxelTex3D.GetNativeTexturePtr()); // //byte[] data = new byte[voxelTex3D.width * voxelTex3D.height * voxelTex3D.depth * 4]; // //for (int i = 0; i < data.Length; i++ ){ // // data[i] = 0x56; // //} // //OpenGL.TexSubImage3D(OpenGL.GL_TEXTURE_3D, 0, 0, 0, 0, 32, 32, 32, OpenGL.GL_RGBA, OpenGL.GL_UNSIGNED_BYTE, ref data); // //OpenGL.TextureSubImage3D(voxelTex3D, 0, 0, 0, 0, 1, 1, 1, OpenGL.GL_RED, OpenGL.GL_UNSIGNED_BYTE, ref data); // viewVoxel.SetVexelTex(voxelTex3D); //} //计算光照 Vector3 sunDir = new Vector3(1, -3, 1); sunDir.Normalize(); { //TerrainTool.calcLight(bm, rtm, rays, sunDir); //TerrainTool.calcLight2(bm,32); } DebugTool.Log("计算光照完成"); yield return(null); Material mat = GlobalResources.getBlockMaterial(); mat.mainTexture = texturePacker.GetPackedTexture(); GameObject root = GameObject.Find("Root"); if (root == null) { root = new GameObject("Root"); } Level level = GameObject.FindObjectOfType <Level>(); if (level) { level.scene = rtm; } //创建网格 for (int i = 0; i < WorldSizeX; i++) { for (int k = 0; k < WorldSizeZ; k++) { for (int j = 0; j < WorldSizeY; j++) { int baseX = i * Const.ChunkSize; int baseY = j * Const.ChunkSize; int baseZ = k * Const.ChunkSize; BlockChunk chunk = new BlockChunk(bm, baseX, baseY, baseZ); Vector3 chunkPos = new Vector3(i * Const.ChunkSize * Const.BlockSize, j * Const.ChunkSize * Const.BlockSize, k * Const.ChunkSize * Const.BlockSize); //bool[,,] visibleBlocks = new bool[Const.ChunkSize,Const.ChunkSize,Const.ChunkSize];// = MeshTool.GetVisibleBlocks(chunk, blockTypeFun); //TerrainTool.calcChunkLight(chunk, i, j, k, rtm, rays, sunDir); //Mesh mesh = MeshTool.createMesh(chunk, blockTypeFun, 0, 0, 0); for (int f = 0; f < 6; f++) { List <MeshTool.BlockSurface> surface = MeshTool.getChunkSurface(chunk, blockTypeFun, f); //for (int s = 0; s < surface.Count; s++) { // visibleBlocks[surface[s].pos.x, surface[s].pos.y, surface[s].pos.z] = true; //} Texture2D texSurface = MeshTool.SurfacePointsToTexture(surface, f); RenderTexture targetAoResult = rma.RenderByCalcShader(texSurface, new Vector3(i, j, k) * Const.ChunkSize, f); //回读亮度数据 RenderTexture.active = targetAoResult; Texture2D readback = new Texture2D(targetAoResult.width, targetAoResult.height); readback.ReadPixels(new Rect(0, 0, targetAoResult.width, targetAoResult.width), 0, 0); MeshTool.SetRaytraceAo(surface, readback); MeshTool.SetExtendAo(surface, rtm, f, new VecInt3(i * Const.ChunkSize, j * Const.ChunkSize, k * Const.ChunkSize)); //将可行走区域标记黑色 //if (f == (int)BlockFaceIndex.BFI_y1) { // for (int s = 0; s < surface.Count; s++) { // int gx = baseX + surface[s].pos.x; // int gy = baseY + surface[s].pos.y; // int gz = baseZ + surface[s].pos.z; // if (rtm.testBlock(gx, gy, gz, (byte)RayTraceBlockType.Walkable)) { // for (int v = 0; v < 4; v++) { // surface[s].raytraceAo[v] *= 0.1f; // } // } // } //} Mesh mesh = MeshTool.createMesh2(surface, f, blockTypeFun); if (mesh != null) { GameObject obj = new GameObject("Chunk", typeof(MeshRenderer), typeof(MeshFilter)); obj.isStatic = true; obj.GetComponent <Renderer>().material = mat; obj.GetComponent <MeshFilter>().mesh = mesh; obj.transform.SetParent(root.transform); obj.transform.position = chunkPos; } } //physics.AddChunk(visibleBlocks, chunkPos); yield return(null); } } } StaticBatchingUtility.Combine(root); StaticBatchingUtility.Combine(itemsRoot); DebugTool.Log("生成网格"); yield return(null); }
public RayCastRestult[] batchRayCast(Vector3[] startPos, Vector3[] dir, float[] lenght, RayCastBlockType mask) { int num = startPos.Length; RayCastRestult[] rlts = new RayCastRestult[num]; for (int i = 0; i < num; i++) { rlts[i] = rayCast(startPos[i], dir[i], lenght[i], mask); } return(rlts); }