Пример #1
0
        public static NativeList <Point> GetPoints(Mesh testMesh, Matrix4x4 localToWorld, out NativeList <int> triangles)
        {
            Vector3[] verticesMesh = testMesh.vertices;
            Vector3[] normalsMesh  = testMesh.normals;
            Vector2[] uv           = testMesh.uv;
            Vector4[] tangents     = testMesh.tangents;
            int[]     tri          = testMesh.triangles;
            triangles = new NativeList <int>(tri.Length, Allocator.Temp);
            triangles.AddRange(tri);
            NativeList <Point> pointsFromMesh = new NativeList <Point>(verticesMesh.Length, verticesMesh.Length, Allocator.Temp);

            for (int i = 0; i < pointsFromMesh.Length; ++i)
            {
                Vector3 vertex  = localToWorld.MultiplyPoint3x4(verticesMesh[i]);
                Vector4 tangent = localToWorld.MultiplyVector(tangents[i]);
                Vector3 normal  = localToWorld.MultiplyVector(normalsMesh[i]);
                tangent.w = tangents[i].w;
                Point p;
                p.tangent         = tangent;
                p.normal          = normal;
                p.vertex          = vertex;
                p.texcoord        = uv[i];
                p.objIndex        = 0;
                pointsFromMesh[i] = p;
            }
            return(pointsFromMesh);
        }
        public void GetPoints(NativeList <Point> points, NativeList <int> triangles, Mesh targetMesh, int materialIndex, Transform transform)
        {
            int originLength = points.Length;

            Vector3[] vertices = targetMesh.vertices;
            Vector2[] uv       = targetMesh.uv;
            Vector3[] normal   = targetMesh.normals;
            Vector4[] tangents = targetMesh.tangents;
            Action <Vector2[], NativeList <Point>, int, int> SetUV;

            if (uv.Length == vertices.Length)
            {
                SetUV = (vec, pt, i, originI) => pt[i].texcoord = vec[originI];
            }
            else
            {
                SetUV = (vec, pt, i, originLen) => pt[i].texcoord = Vector3.zero;
            }
            Action <Vector3[], NativeList <Point>, int, int> SetNormal;

            if (normal.Length == vertices.Length)
            {
                SetNormal = (vec, pt, i, ori) => pt[i].normal = transform.localToWorldMatrix.MultiplyVector(vec[ori]);
            }
            else
            {
                SetNormal = (vec, pt, i, ori) => pt[i].normal = Vector3.zero;
            }
            Action <Vector4[], NativeList <Point>, int, int> SetTangent;

            if (tangents.Length == vertices.Length)
            {
                SetTangent = (vec, pt, i, ori) =>
                {
                    Vector3 worldTangent = vec[ori];
                    worldTangent    = transform.localToWorldMatrix.MultiplyVector(worldTangent);
                    pt[i].tangent   = worldTangent;
                    pt[i].tangent.w = vec[ori].w;
                };
            }
            else
            {
                SetTangent = (vec, pt, i, ori) => pt[i].tangent = Vector4.one;
            }
            points.AddRange(vertices.Length);
            for (int i = originLength; i < vertices.Length + originLength; ++i)
            {
                ref Point pt  = ref points[i];
                int       len = i - originLength;
                pt.vertex = transform.localToWorldMatrix.MultiplyPoint(vertices[len]);
                SetNormal(normal, points, i, len);
                SetTangent(tangents, points, i, len);
                SetUV(uv, points, i, len);
                pt.objIndex = (uint)materialIndex;
            }
        public void GetPoints(NativeList <float3> points, NativeList <int> triangles, Mesh targetMesh, Transform transform)
        {
            int originLength = points.Length;

            Vector3[] vertices = targetMesh.vertices;
            points.AddRange(vertices.Length);
            for (int i = originLength; i < vertices.Length + originLength; ++i)
            {
                ref float3 pt  = ref points[i];
                int        len = i - originLength;
                pt = transform.localToWorldMatrix.MultiplyPoint(vertices[len]);
            }
Пример #4
0
        public void GetPoints(NativeList <Point> points, NativeList <int> triangles, Mesh targetMesh, int *allMaterialsIndex, Transform transform, Material[] allMats, float4 lightmapScaleOffset, int lightmapIndex)
        {
            int originLength = points.Length;

            Vector3[] vertices = targetMesh.vertices;
            Vector2[] uv       = targetMesh.uv;
            Vector2[] uv2      = targetMesh.uv2;
            Vector3[] normal   = targetMesh.normals;
            Vector4[] tangents = targetMesh.tangents;
            points.AddRange(vertices.Length);
            for (int i = originLength; i < vertices.Length + originLength; ++i)
            {
                ref Point pt  = ref points[i];
                int       len = i - originLength;
                pt.vertex = transform.localToWorldMatrix.MultiplyPoint(vertices[len]);
                if (normal.Length == vertices.Length)
                {
                    points[i].normal = transform.localToWorldMatrix.MultiplyVector(normal[len]);
                }
                else
                {
                    points[i].normal = Vector3.zero;
                }
                if (tangents.Length == vertices.Length)
                {
                    Vector3 worldTangent = tangents[len];
                    worldTangent        = transform.localToWorldMatrix.MultiplyVector(worldTangent);
                    points[i].tangent   = worldTangent;
                    points[i].tangent.w = tangents[len].w;
                }
                else
                {
                    points[i].tangent = Vector4.one;
                }
                if (uv.Length == vertices.Length)
                {
                    points[i].texcoord = uv[len];
                }
                else
                {
                    points[i].texcoord = Vector2.zero;
                }
                if (uv2.Length == vertices.Length)
                {
                    points[i].lightmapUV = (float2)uv2[len] * lightmapScaleOffset.xy + lightmapScaleOffset.zw;
                }
                else
                {
                    points[i].lightmapUV = Vector2.zero;
                }
                points[i].lightmapIndex = lightmapIndex;
                //TODO
            }
Пример #5
0
        void Add(NativeList <TerrainChunkBuffer> targetBuffers)
        {
            int oldCount = loadedBufferList.Length;

            loadedBufferList.AddRange(targetBuffers);
            if (loadedBuffer.count < loadedBufferList.Length)
            {
                loadedBuffer.Dispose();
                culledResultsBuffer.Dispose();
                loadedBuffer        = new ComputeBuffer(loadedBufferList.Length, sizeof(TerrainChunkBuffer));
                culledResultsBuffer = new ComputeBuffer(loadedBufferList.Length, sizeof(int));
                loadedBuffer.SetDataPtr(loadedBufferList.unsafePtr, loadedBufferList.Length);
            }
            else
            {
                loadedBuffer.SetDataPtr(targetBuffers.unsafePtr, oldCount, targetBuffers.Length);
            }
        }
Пример #6
0
        private void ReadBack(AsyncGPUReadbackRequest request)
        {
            NativeArray <float3x3> values = request.GetData <float3x3>();

            finalData.AddRange(values.Ptr(), values.Length);
            int start = finalData.Length - values.Length;

            finalData[start] /= values.Length;
            for (int i = start; i < finalData.Length; ++i)
            {
                finalData[start] += finalData[i] / values.Length;
            }
            finalData.RemoveLast(values.Length - 1);
            count++;
            if (count >= resolution.x * resolution.y * resolution.z)
            {
                DisposeBake();
            }
        }
Пример #7
0
        public void AddQuadTrees(NativeList <ulong> addList, NativeArray <float> heightMap)
        {
            TerrainQuadTree.QuadTreeNode **tree = (TerrainQuadTree.QuadTreeNode * *)addList.unsafePtr;
            int length = addList.Length;
            NativeArray <TerrainPanel> panel = new NativeArray <TerrainPanel>(length, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
            TerrainPanel *panelPtr           = panel.Ptr();

            for (int i = 0; i < length; ++i)
            {
                tree[i]->listPosition = referenceBuffer.Length + i;
                int heightIndex = notUsedHeightmapIndices[notUsedHeightmapIndices.Length - 1];
                tree[i]->panel.heightMapIndex = heightIndex;
                notUsedHeightmapIndices.RemoveLast();
                heightMapBuffer.SetData(heightMap, 0, heightIndex * (meshSize + 1) * (meshSize + 1), heightMap.Length);
                panelPtr[i] = tree[i]->panel;
            }
            clusterBuffer.SetData(panel, 0, referenceBuffer.Length, length);
            panel.Dispose();
            referenceBuffer.AddRange(addList);
        }
Пример #8
0
 public void UnloadMaterials(NativeArray <int> indices)
 {
     indexPool.AddRange(indices.Ptr(), indices.Length);
     indices.Dispose();
 }