public object Clone()
    {
        NPVoxNormalProcessorList clone = ScriptableObject.CreateInstance <NPVoxNormalProcessorList>();

        foreach (NPVoxNormalProcessor processor in m_processorList)
        {
            clone.m_processorList.Add(processor.Clone() as NPVoxNormalProcessor);
        }
        return(clone);
    }
示例#2
0
    public void OnEnable()
    {
        if (NormalVarianceSeed == -1)
        {
            NormalVarianceSeed = Random.Range(0, int.MaxValue);
        }

        if (NormalProcessors == null)
        {
            NormalProcessors = ScriptableObject.CreateInstance <NPVoxNormalProcessorList>();
        }
    }
    public virtual void OnListChanged(NPVoxNormalProcessorList _list)
    {
        m_normalOutput = null;

        NPVoxNormalProcessorPreviewContext[] contexts = m_validPreviewContexts.ToArray();
        foreach (NPVoxNormalProcessorPreviewContext context in contexts)
        {
            context.Invalidate();
        }

        ClearInvalidPreviewContexts();
    }
示例#4
0
    public override void Import()
    {
        base.Import();

        if (NormalProcessors == null)
        {
            NormalProcessors = ScriptableObject.CreateInstance <NPVoxNormalProcessorList>();
        }

        // Normal processor migration code
        if (NormalProcessors && NormalProcessors.RequiresMigration)
        {
            if (UnityEditor.AssetDatabase.GetAssetPath(NormalProcessors).Length == 0)
            {
                NormalProcessors.hideFlags = HideFlags.HideInHierarchy;

                if (NormalModePerVoxelGroup != null && NormalModePerVoxelGroup.Length > 0)
                {
                    for (int i = 0; i < NormalModePerVoxelGroup.Length; i++)
                    {
                        NPVoxNormalProcessor_Voxel processorVoxel = NormalProcessors.AddProcessor <NPVoxNormalProcessor_Voxel>();
                        processorVoxel.NormalMode = NormalModePerVoxelGroup[i];
                        processorVoxel.AddVoxelGroupFilter(i);
                    }
                }
                else
                {
                    NPVoxNormalProcessor_Voxel processorVoxel = NormalProcessors.AddProcessor <NPVoxNormalProcessor_Voxel>();
                    processorVoxel.NormalMode = NormalMode;
                }

                NPVoxNormalProcessor_Variance processorVariance = NormalProcessors.AddProcessor <NPVoxNormalProcessor_Variance>();
                processorVariance.NormalVarianceSeed = NormalVarianceSeed;
                processorVariance.NormalVariance     = NormalVariance;

                NormalProcessors.AddToAsset(UnityEditor.AssetDatabase.GetAssetPath(this));

                UnityEditor.EditorUtility.SetDirty(NormalProcessors);

                NormalProcessors.RequiresMigration = false;
            }

            NormalProcessors.RequiresMigration = false;
        }

        m_voxMeshData = NPVoxMeshGenerator.GenerateVoxMeshData(GetVoxModel(), VoxelSize, Optimization, BloodColorIndex, Loop, Cutout, Include);

        if (NormalProcessors != null)
        {
            NormalProcessors.OnImport();
        }
    }
示例#5
0
 public override void OnListChanged(NPVoxNormalProcessorList _list)
 {
     base.OnListChanged(_list);
 }
示例#6
0
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        NPVoxMeshOutput          target        = property.serializedObject.targetObject as NPVoxMeshOutput;
        NPVoxNormalProcessorList processorList = target.NormalProcessors;

        EditorGUI.BeginProperty(position, label, property);
        // Customize gui style
        Color previousBGColor = GUI.backgroundColor;
        Color previousFGColor = GUI.contentColor;

        GUI.backgroundColor = s_colorBackgroundGUIPrimary;
        GUI.backgroundColor = s_colorBackgroundGUIPrimary;
        // GUI.contentColor = s_colorForegroundGUI; // Doesn't seem to work

        // Header + Expand / Collapse Button
        GUILayout.BeginHorizontal();
        GUILayout.Label("Normal Processors (" + processorList.GetProcessors().Count + ")", GUILayout.Width(s_widthHeaderLabel));

        if (!m_expanded)
        {
            if (GUILayout.Button("Expand", GUILayout.Width(s_widthExpandButton)))
            {
                m_expanded = true;
            }
        }
        else
        {
            if (GUILayout.Button("Collapse", GUILayout.Width(s_widthExpandButton)))
            {
                m_expanded = false;
            }
        }

        GUILayout.EndHorizontal();

        if (!m_expanded)
        {
            GUILayout.Space(12.0f);
        }

        // List management
        if (m_expanded)
        {
            Dictionary <string, System.Type> processorClasses = new Dictionary <string, System.Type>();
            processorClasses.Add("<None>", null);
            List <System.Type> allTypes = new List <System.Type>(NPipeReflectionUtil.GetAllTypesWithAttribute(typeof(NPVoxAttributeNormalProcessorListItem)));
            allTypes = allTypes.OrderBy(x => (( NPVoxAttributeNormalProcessorListItem )x.GetCustomAttributes(typeof(NPVoxAttributeNormalProcessorListItem), true)[0]).ListPriority).ToList();
            foreach (System.Type factoryType in allTypes)
            {
                NPVoxAttributeNormalProcessorListItem attr = ( NPVoxAttributeNormalProcessorListItem )factoryType.GetCustomAttributes(typeof(NPVoxAttributeNormalProcessorListItem), true)[0];

                if (attr.ClassType.BaseType != typeof(NPVoxNormalProcessor))
                {
                    continue;
                }

                processorClasses.Add(attr.EditorName, factoryType);
            }

            string[] processorKeys = processorClasses.Keys.ToArray();

            GUILayout.BeginHorizontal();
            GUILayout.Space(s_widthTab);
            m_indexPopupAddProcessor = EditorGUILayout.Popup(m_indexPopupAddProcessor, processorKeys);
            bool optionAdded = GUILayout.Button("Add");
            GUILayout.EndHorizontal();

            if (optionAdded)
            {
                System.Type processorClass = processorClasses[processorKeys[m_indexPopupAddProcessor]];
                if (processorClass != null)
                {
                    if (UnityEditor.AssetDatabase.GetAssetPath(processorList).Length == 0)
                    {
                        target.IncludeSubAssets(UnityEditor.AssetDatabase.GetAssetPath(target));
                    }
                    processorList.AddProcessor(processorClass)
                    .AddToAsset(UnityEditor.AssetDatabase.GetAssetPath(target));
                }
            }

            NPVoxNormalProcessor itemToMoveBack    = null;
            NPVoxNormalProcessor itemToMoveForward = null;

            foreach (NPVoxNormalProcessor processor in processorList.GetProcessors())
            {
                NPVoxAttributeNormalProcessorListItem attr = ( NPVoxAttributeNormalProcessorListItem )processor.GetType().GetCustomAttributes(typeof(NPVoxAttributeNormalProcessorListItem), true)[0];

                GUILayout.Space(s_verticalSpacePerItem);

                GUILayout.BeginHorizontal();
                GUILayout.Space(s_widthTab);
                GUILayout.Label(attr.EditorName, GUILayout.MinWidth(s_widthMinItemName));

                GUILayout.Space(20.0f);

                GUI.backgroundColor = s_colorBackgroundGUISecondary;

                if (GUILayout.Button("View / Edit"))
                {
                    NPVoxNormalProcessorPreview preview = NPVoxNormalProcessorPreview.ShowWindow(processor.GetType());
                    preview.SetContext(processor.GeneratePreviewContext(target));
                }

                GUILayout.Space(20.0f);

                if (GUILayout.Button("^", GUILayout.Width(s_widthUpDownButton), GUILayout.ExpandWidth(true)))
                {
                    itemToMoveBack = processor;
                }

                if (GUILayout.Button("v", GUILayout.Width(s_widthUpDownButton), GUILayout.ExpandWidth(true)))
                {
                    itemToMoveForward = processor;
                }

                if (GUILayout.Button("X", GUILayout.Width(s_widthUpDownButton), GUILayout.ExpandWidth(true)))
                {
                    processorList.DestroyProcessor(processor);
                    break;
                }

                GUI.backgroundColor = s_colorBackgroundGUIPrimary;

                GUILayout.EndHorizontal();

                processor.OnGUI();
                GUILayout.Space(10.0f);
            }

            if (itemToMoveBack)
            {
                processorList.MoveProcessorBack(itemToMoveBack);
                itemToMoveBack = null;
            }

            if (itemToMoveForward)
            {
                processorList.MoveProcessorForward(itemToMoveForward);
                itemToMoveForward = null;
            }

            GUILayout.Space(s_verticalSpaceEnd);
        }

        // Restore previous gui style
        GUI.backgroundColor = previousBGColor;
        GUI.contentColor    = previousFGColor;

        EditorGUI.EndProperty();
    }
示例#7
0
    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();
        }
    }