Пример #1
0
    public Grid()
    {
        BoxCollider[] boxColliders = GameObject.FindObjectsOfType <BoxCollider>();
        aabb = AABB.Default;
        AABB[] aabbs = new AABB[boxColliders.Length];
        for (int i = 0; i < boxColliders.Length; i++)
        {
            aabbs[i] = boxColliders[i].box.OuterAABB();
            aabb.Union(aabbs[i]);
        }

        //计算单位距离的体素数量
        Vector3 delta     = aabb.transformMax - aabb.transformMin;
        int     dim       = aabb.MaximumExtent();
        float   dimVoxel  = 3 * Mathf.Pow((float)aabbs.Length, 1.0f / 3);
        float   unitVoxel = dimVoxel / delta[dim];

        int[] nVoxel = new int[3];
        for (int i = 0; i < 3; i++)
        {
            nVoxel[i] = (int)(delta[i] * unitVoxel);
            nVoxel[i] = Mathf.Clamp(nVoxel[i], 1, 64);
        }

        voxels = new Voxel[nVoxel[0], nVoxel[1], nVoxel[2]];

        for (int i = 0; i < 3; i++)
        {
            unitWidth[i]    = delta[i] / voxels.GetLength(i);
            invUnitWidth[i] = unitWidth[i] <= float.Epsilon ? 0 : 1 / unitWidth[i];
        }

        int[] voxelMin = new int[3];
        int[] voxelMax = new int[3];
        for (int i = 0; i < aabbs.Length; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                voxelMin[j] = Point2Voxel(aabbs[i].transformMin, j);
                voxelMax[j] = Point2Voxel(aabbs[i].transformMax, j);
            }

            for (int x = voxelMin[0]; x <= voxelMax[0]; x++)
            {
                for (int y = voxelMin[1]; y <= voxelMax[1]; y++)
                {
                    for (int z = voxelMin[2]; z <= voxelMax[2]; z++)
                    {
                        Voxel voxel = GetVoxel(x, y, z);
                        voxel.Add(aabbs[i]);
                    }
                }
            }
        }
    }
Пример #2
0
        public void InternalBind(Entity entity, Main main, bool creating = false, Transform transform = null, bool dataOnly = false)
        {
            if (transform == null)
            {
                transform = entity.GetOrCreate <Transform>("Transform");
            }

            entity.CannotSuspend = false;

            Voxel map = entity.Get <Voxel>();

            // Apply the position and orientation components to the map
            if (main.EditorEnabled || map.Scale.Value != 1.0f)
            {
                map.Add(new TwoWayBinding <Matrix, Matrix>
                        (
                            transform.Matrix,
                            x => x * Matrix.CreateScale(1.0f / map.Scale),
                            new IProperty[] { map.Scale },
                            map.Transform,
                            x => Matrix.CreateScale(map.Scale) * x,
                            new IProperty[] { map.Scale }
                        ));
            }
            else
            {
                map.Add(new TwoWayBinding <Matrix>(transform.Matrix, map.Transform));
            }

            map.Add(new CommandBinding(map.CompletelyEmptied, delegate()
            {
                if (!main.EditorEnabled)
                {
                    entity.Delete.Execute();
                }
            }));

            Entity world = main.Get("World").FirstOrDefault();

            if (dataOnly && !main.EditorEnabled)
            {
                map.EnablePhysics.Value = false;
            }
            else
            {
                map.CreateModel = delegate(Vector3 min, Vector3 max, Voxel.State state)
                {
                    if (state.Invisible && !main.EditorEnabled)
                    {
                        return(null);
                    }

                    DynamicModel <Voxel.Vertex> model = new DynamicModel <Voxel.Vertex>(Voxel.Vertex.VertexDeclaration);
                    model.EffectFile.Value = "Effects\\Environment";
                    model.Lock             = new object();
                    state.ApplyTo(model);

                    if (state.Invisible)
                    {
                        model.Add(new Binding <bool>(model.Enabled, Editor.EditorModelsVisible));
                    }

                    /*
                     * ModelAlpha debug = new ModelAlpha { Serialize = false };
                     * debug.Alpha.Value = 0.01f;
                     * debug.DrawOrder.Value = 11; // In front of water
                     * debug.Color.Value = new Vector3(1.0f, 0.8f, 0.6f);
                     * debug.Filename.Value = "AlphaModels\\box";
                     * debug.CullBoundingBox.Value = false;
                     * debug.DisableCulling.Value = true;
                     * debug.Add(new Binding<Matrix>(debug.Transform, delegate()
                     * {
                     *      BoundingBox box = model.BoundingBox;
                     *      return Matrix.CreateScale(box.Max - box.Min) * Matrix.CreateTranslation((box.Max + box.Min) * 0.5f) * transform.Matrix;
                     * }, transform.Matrix, model.BoundingBox));
                     * result.Add(debug);
                     */

                    if (main.EditorEnabled || map.Scale.Value != 1.0f)
                    {
                        model.Add(new Binding <Matrix>(model.Transform, () => Matrix.CreateScale(map.Scale) * transform.Matrix, transform.Matrix, map.Scale));
                    }
                    else
                    {
                        model.Add(new Binding <Matrix>(model.Transform, transform.Matrix));
                    }

                    model.Add(new Binding <Vector3>(model.GetVector3Parameter("Offset"), map.Offset));

                    Voxel.State s = state;

                    model.Add(new Binding <Matrix>(model.GetMatrixParameter("UVScaleRotation"), delegate()
                    {
                        Matrix m    = Matrix.CreateRotationZ(map.UVRotation * (float)Math.PI / 180.0f);
                        float scale = 0.075f * s.Tiling;
                        m.M11      *= scale;
                        m.M12      *= scale;
                        m.M21      *= scale;
                        m.M22      *= scale;
                        return(m);
                    }, map.UVRotation));

                    model.Add(new Binding <Vector2>(model.GetVector2Parameter("UVOffset"), x => x * 0.075f * s.Tiling, map.UVOffset));

                    if (!s.ShadowCast)
                    {
                        model.UnsupportedTechniques.Add(Technique.Shadow);
                    }

                    entity.Add(model);

                    // We have to create this binding after adding the model to the entity
                    // Because when the model loads, it automatically calculates a bounding box for it.
                    model.Add(new Binding <BoundingBox, Vector3>(model.BoundingBox, x => new BoundingBox(min - x, max - x), map.Offset));
                    model.CullBoundingBox.Value = true;

                    return(model);
                };
            }

            this.SetMain(entity, main);
            map.Offset.Changed();
        }