示例#1
0
        public void UpdateMesh(MeshVertexData cache)
        {
            int xw = (int)Mathf.Pow(2, lod);
            int yw = xw;

            UpdateMesh_InternalLod(cache, xw, yw, m_LeftLod, m_RightLod, m_UpLod, m_DownLod);
        }
示例#2
0
        protected void AddTopTriangle(MeshVertexData cache)
        {
            Vector3 v0 = new Vector3(offsetX + cellX * cellWidth, 0, offsetY + cellY * cellHeight + cellHeight);
            Vector3 v1 = new Vector3(offsetX + cellX * cellWidth + cellWidth, 0, offsetY + cellY * cellHeight + cellHeight);
            Vector3 v2 = new Vector3(offsetX + cellX * cellWidth + cellWidth * 0.5f, 0, offsetY + cellY * cellHeight + cellHeight * 0.5f);

            cache.AddTriangle(v0, v1, v2);
        }
示例#3
0
        protected void AddQuad(MeshVertexData cache)
        {
            cache.AddVertex(new Vector3(offsetX + cellX * cellWidth, 0, offsetY + cellY * cellHeight));
            cache.AddVertex(new Vector3(offsetX + cellX * cellWidth, 0, offsetY + cellY * cellHeight + cellHeight));
            cache.AddVertex(new Vector3(offsetX + cellX * cellWidth + cellWidth, 0, offsetY + cellY * cellHeight + cellHeight));
            cache.AddVertex(new Vector3(offsetX + cellX * cellWidth + cellWidth, 0, offsetY + cellY * cellHeight));

            cache.AddIndex(cache.index);
            cache.AddIndex(cache.index + 1);
            cache.AddIndex(cache.index + 2);
            cache.AddIndex(cache.index);
            cache.AddIndex(cache.index + 2);
            cache.AddIndex(cache.index + 3);
            cache.index += 4;
        }
示例#4
0
        public Mesh GenerateMesh(Texture2D texture)
        {
            if (cellSizeX <= 0 || cellSizeZ <= 0 || widthX <= 0 || widthZ <= 0)
            {
                return(null);
            }

            float deltaX = widthX * 2 / cellSizeX;
            float deltaY = widthZ * 2 / cellSizeZ;

            MeshVertexData cache = new MeshVertexData(cellSizeX, cellSizeZ, deltaX, deltaY, -widthX, -widthZ);

            for (int i = 0; i < cellSizeZ; i++)
            {
                for (int j = 0; j < cellSizeX; j++)
                {
                    Vector3 p0 = new Vector3(-widthX + j * deltaX, 0, -widthZ + i * deltaY);
                    Vector3 p1 = new Vector3(-widthX + j * deltaX, 0, -widthZ + i * deltaY + deltaY);
                    Vector3 p2 = new Vector3(-widthX + j * deltaX + deltaX, 0, -widthZ + i * deltaY + deltaY);
                    Vector3 p3 = new Vector3(-widthX + j * deltaX + deltaX, 0, -widthZ + i * deltaY);

                    cache.AddVertex(p0);
                    cache.AddVertex(p1);
                    cache.AddVertex(p2);
                    cache.AddVertex(p3);

                    cache.AddIndex(cache.index);
                    cache.AddIndex(cache.index + 1);
                    cache.AddIndex(cache.index + 2);
                    cache.AddIndex(cache.index);
                    cache.AddIndex(cache.index + 2);
                    cache.AddIndex(cache.index + 3);

                    cache.index += 4;
                }
            }

            Mesh mesh = cache.Apply(texture, uvDir, samples);

            return(mesh);
        }
示例#5
0
        public Mesh GenerateMesh(Texture2D texture)
        {
            int cellSize = (int)Mathf.Pow(2, depth);

            if (widthX <= 0 || widthZ <= 0 || samples < 1)
            {
                return(null);
            }
            QuadTreeMeshNode[,] cells = new QuadTreeMeshNode[cellSize, cellSize];

            //根据贴图尺寸和单元格数量,计算分配给单个单元格的像素宽高
            int w = texture.width / cellSize;
            int h = texture.height / cellSize;

            //计算Lod
            for (int i = 0; i < cellSize; i++)
            {
                for (int j = 0; j < cellSize; j++)
                {
                    var cell = new QuadTreeMeshLeaf(-widthX, -widthZ, i, j, widthX * 2 / cellSize,
                                                    widthZ * 2 / cellSize);
                    //为单元格分配指定区域的像素并计算极差和平均值
                    cell.Calculate(texture, i * w, j * h, w, h);
                    cells[i, j] = cell;
                }
            }


            float dtx = widthX * 2 / cellSize;
            float dty = widthZ * 2 / cellSize;

            MeshVertexData cache = new MeshVertexData(cellSize, cellSize, dtx, dty, -widthX, -widthZ);

            while (cellSize > 1)
            {
                cellSize = cellSize / 2;
                QuadTreeMeshNode[,] nodes = new QuadTreeMeshNode[cellSize, cellSize];
                for (int i = 0; i < cellSize; i++)
                {
                    for (int j = 0; j < cellSize; j++)
                    {
                        QuadTreeMeshNode lb   = cells[i * 2, j * 2];
                        QuadTreeMeshNode rb   = cells[i * 2 + 1, j * 2];
                        QuadTreeMeshNode lt   = cells[i * 2, j * 2 + 1];
                        QuadTreeMeshNode rt   = cells[i * 2 + 1, j * 2 + 1];
                        QuadTreeMeshNode node = new QuadTreeMeshNode(lt, lb, rt, rb, -widthX, -widthZ, i, j, widthX * 2 / cellSize,
                                                                     widthZ * 2 / cellSize);
                        nodes[i, j] = node;
                    }
                }

                for (int i = 0; i < cellSize; i++)
                {
                    for (int j = 0; j < cellSize; j++)
                    {
                        var left  = i != 0 ? nodes[i - 1, j] : null;
                        var right = i != nodes.GetLength(0) - 1 ? nodes[i + 1, j] : null;
                        var down  = j != 0 ? nodes[i, j - 1] : null;
                        var up    = j != nodes.GetLength(1) - 1 ? nodes[i, j + 1] : null;
                        nodes[i, j].SetNeighbor(left, right, up, down);
                    }
                }

                cells = nodes;
            }

            for (int i = 0; i < cellSize; i++)
            {
                for (int j = 0; j < cellSize; j++)
                {
                    cells[i, j].UpdateMesh(cache);
                }
            }

            return(cache.Apply(texture, uvDir, samples));
        }
示例#6
0
        private void UpdateMeshVerticalEdge(MeshVertexData cache, float x, int xwidth, int ywidth, int neighborLod,
                                            int bottomIndex, int upIndex, int firstIndex, bool clockWise)
        {
            neighborLod = neighborLod < 0 ? lod : neighborLod;
            int deltaLod = Mathf.Max(0, lod - neighborLod);
            int step     = (int)Mathf.Pow(2, deltaLod);
            int sp       = deltaLod * (deltaLod - 1);
            int offset   = deltaLod == 0 ? 0 : (int)Mathf.Pow(2, deltaLod - 1) - 1;

            for (int i = 0; i <= ywidth; i += step)
            {
                int ind = i / step;
                if (i != 0 && i != ywidth)
                {
                    float z = ((float)i) / ywidth * m_CellHeight + m_CellY * m_CellHeight + m_OffsetY;
                    cache.AddVertex(new Vector3(x, 0, z));
                }
                if (i != ywidth)
                {
                    if (i == 0)
                    {
                        cache.AddIndex(bottomIndex);
                    }
                    else
                    {
                        cache.AddIndex(cache.index + ind - 1);
                    }
                    if (clockWise)
                    {
                        if (i == ywidth - step)
                        {
                            cache.AddIndex(upIndex);
                        }
                        else
                        {
                            cache.AddIndex(cache.index + ind + 1 - 1);
                        }
                        if (i == ywidth - 1)
                        {
                            cache.AddIndex(firstIndex + (ywidth - 2) * (xwidth - 1));
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + (i + offset) * (xwidth - 1));
                        }
                    }
                    else
                    {
                        if (i == ywidth - 1)
                        {
                            cache.AddIndex(firstIndex + (ywidth - 2) * (xwidth - 1));
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + (i + offset) * (xwidth - 1));
                        }

                        if (i == ywidth - step)
                        {
                            cache.AddIndex(upIndex);
                        }
                        else
                        {
                            cache.AddIndex(cache.index + ind + 1 - 1);
                        }
                    }
                }
                if (i > 0 && i <= ywidth - step)
                {
                    if (deltaLod != 0 || i != ywidth - 1)
                    {
                        cache.AddIndex(cache.index + ind - 1);
                        if (clockWise)
                        {
                            cache.AddIndex(firstIndex + (i) * (xwidth - 1));
                            cache.AddIndex(firstIndex + (i - 1) * (xwidth - 1));
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + (i - 1) * (xwidth - 1));
                            cache.AddIndex(firstIndex + (i) * (xwidth - 1));
                        }
                    }
                }
                if (deltaLod != 0)
                {
                    if (i >= 0 && i < ywidth - step)
                    {
                        if (clockWise)
                        {
                            cache.AddIndex(firstIndex + (i + sp + 1) * (xwidth - 1));
                            cache.AddIndex(firstIndex + (i + sp) * (xwidth - 1));
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + (i + sp) * (xwidth - 1));
                            cache.AddIndex(firstIndex + (i + sp + 1) * (xwidth - 1));
                        }
                        cache.AddIndex(cache.index + ind + 1 - 1);
                    }

                    if (i >= 0 && i <= ywidth - step)
                    {
                        int bindex = i == 0 ? bottomIndex : (cache.index + ind - 1);
                        int eindex = i == ywidth - step ? upIndex : (cache.index + ind);
                        for (int j = 0; j < step - 2; j++)
                        {
                            if (j < offset)
                            {
                                cache.AddIndex(bindex);
                            }
                            else
                            {
                                cache.AddIndex(eindex);
                            }
                            if (clockWise)
                            {
                                cache.AddIndex(firstIndex + (i + j + 1) * (xwidth - 1));
                                cache.AddIndex(firstIndex + (i + j) * (xwidth - 1));
                            }
                            else
                            {
                                cache.AddIndex(firstIndex + (i + j) * (xwidth - 1));
                                cache.AddIndex(firstIndex + (i + j + 1) * (xwidth - 1));
                            }
                        }
                    }
                }
            }
            cache.index += deltaLod == 0 ? (ywidth - 1) : (ywidth - 2) / step;
        }
示例#7
0
        private void UpdateMeshHorizontalEdge(MeshVertexData cache, float z, int edgeWidth, int neighborLod,
                                              int leftIndex, int rightIndex, int firstIndex, bool clockWise)
        {
            neighborLod = neighborLod < 0 ? lod : neighborLod;
            int deltaLod = Mathf.Max(0, lod - neighborLod);
            int step     = (int)Mathf.Pow(2, deltaLod);
            int sp       = deltaLod * (deltaLod - 1);
            int offset   = deltaLod == 0 ? 0 : (int)Mathf.Pow(2, deltaLod - 1) - 1;

            for (int i = 0; i <= edgeWidth; i += step)
            {
                int ind = i / step;
                if (i != 0 && i != edgeWidth)
                {
                    float x = ((float)i) / edgeWidth * m_CellWidth + m_CellX * m_CellWidth + m_OffsetX;
                    cache.AddVertex(new Vector3(x, 0, z));
                }
                if (i != edgeWidth)
                {
                    if (i == 0)
                    {
                        cache.AddIndex(leftIndex);
                    }
                    else
                    {
                        cache.AddIndex(cache.index + ind - 1);
                    }
                    if (clockWise)
                    {
                        if (i == edgeWidth - 1)
                        {
                            cache.AddIndex(firstIndex + edgeWidth - 2);
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + i + offset);
                        }
                        if (i == edgeWidth - step)
                        {
                            cache.AddIndex(rightIndex);
                        }
                        else
                        {
                            cache.AddIndex(cache.index + ind + 1 - 1);
                        }
                    }
                    else
                    {
                        if (i == edgeWidth - step)
                        {
                            cache.AddIndex(rightIndex);
                        }
                        else
                        {
                            cache.AddIndex(cache.index + ind + 1 - 1);
                        }
                        if (i == edgeWidth - 1)
                        {
                            cache.AddIndex(firstIndex + edgeWidth - 2);
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + i + offset);
                        }
                    }
                }
                if (i > 0 && i <= edgeWidth - step)
                {
                    if (deltaLod != 0 || i != edgeWidth - 1)
                    {
                        cache.AddIndex(cache.index + ind - 1);
                        if (clockWise)
                        {
                            cache.AddIndex(firstIndex + i - 1);
                            cache.AddIndex(firstIndex + i);
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + i);
                            cache.AddIndex(firstIndex + i - 1);
                        }
                    }
                }
                if (deltaLod != 0)
                {
                    if (i >= 0 && i < edgeWidth - step)
                    {
                        if (clockWise)
                        {
                            cache.AddIndex(firstIndex + i + sp);
                            cache.AddIndex(firstIndex + i + sp + 1);
                        }
                        else
                        {
                            cache.AddIndex(firstIndex + i + sp + 1);
                            cache.AddIndex(firstIndex + i + sp);
                        }
                        cache.AddIndex(cache.index + ind + 1 - 1);
                    }

                    if (i >= 0 && i <= edgeWidth - step)
                    {
                        int bindex = i == 0 ? leftIndex : (cache.index + ind - 1);
                        int eindex = i == edgeWidth - step ? rightIndex : (cache.index + ind);
                        for (int j = 0; j < step - 2; j++)
                        {
                            if (j < offset)
                            {
                                cache.AddIndex(bindex);
                            }
                            else
                            {
                                cache.AddIndex(eindex);
                            }
                            if (clockWise)
                            {
                                cache.AddIndex(firstIndex + i + j);
                                cache.AddIndex(firstIndex + i + j + 1);
                            }
                            else
                            {
                                cache.AddIndex(firstIndex + i + j + 1);
                                cache.AddIndex(firstIndex + i + j);
                            }
                        }
                    }
                }
            }
            cache.index += deltaLod == 0 ? (edgeWidth - 1) : (edgeWidth - 2) / step;
        }
示例#8
0
        private void UpdateMesh_InternalLod(MeshVertexData cache, int xwidth, int ywidth, int leftLod,
                                            int rightLod, int upLod, int downLod)
        {
            int firstIndex = cache.index;

            if (lod == 0)
            {
                cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_OffsetY));
                cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_OffsetY));
                cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_CellHeight + m_OffsetY));
                cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_CellHeight + m_OffsetY));

                cache.AddIndex(cache.index + 0);
                cache.AddIndex(cache.index + 2);
                cache.AddIndex(cache.index + 1);

                cache.AddIndex(cache.index + 1);
                cache.AddIndex(cache.index + 2);
                cache.AddIndex(cache.index + 3);

                cache.index += 4;
                return;
            }
            else if (lod == 1)
            {
                cache.AddVertex(new Vector3(m_CellX * m_CellWidth + 0.5f * m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + 0.5f * m_CellHeight + m_OffsetY));
                cache.index += 1;
            }
            else
            {
                for (int i = 1; i < ywidth; i++)
                {
                    for (int j = 1; j < xwidth; j++)
                    {
                        float   x   = ((float)j) / xwidth * m_CellWidth + m_CellX * m_CellWidth + m_OffsetX;
                        float   z   = ((float)i) / ywidth * m_CellHeight + m_CellY * m_CellHeight + m_OffsetY;
                        Vector3 pos = new Vector3(x, 0, z);
                        cache.AddVertex(pos);
                        if (j != xwidth - 1 && i != ywidth - 1)
                        {
                            cache.AddIndex(cache.index + (i - 1) * (xwidth - 1) + j - 1);
                            cache.AddIndex(cache.index + (i) * (xwidth - 1) + j - 1);
                            cache.AddIndex(cache.index + (i - 1) * (xwidth - 1) + j);

                            cache.AddIndex(cache.index + (i - 1) * (xwidth - 1) + j);
                            cache.AddIndex(cache.index + (i) * (xwidth - 1) + j - 1);
                            cache.AddIndex(cache.index + (i) * (xwidth - 1) + j);
                        }
                    }
                }
                cache.index += (ywidth - 1) * (xwidth - 1);
            }

            cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_OffsetY));
            cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_OffsetY));
            cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_CellHeight + m_OffsetY));
            cache.AddVertex(new Vector3(m_CellX * m_CellWidth + m_CellWidth + m_OffsetX, 0, m_CellY * m_CellHeight + m_CellHeight + m_OffsetY));

            int lbindex = cache.index;
            int rbindex = cache.index + 1;
            int luindex = cache.index + 2;
            int ruindex = cache.index + 3;

            cache.index += 4;

            UpdateMeshHorizontalEdge(cache, m_CellY * m_CellHeight + m_OffsetY, xwidth, downLod, lbindex, rbindex, firstIndex, true);
            UpdateMeshHorizontalEdge(cache, m_CellY * m_CellHeight + m_CellHeight + m_OffsetY, xwidth, upLod, luindex, ruindex, firstIndex + (xwidth - 1) * (ywidth - 2), false);
            UpdateMeshVerticalEdge(cache, m_CellX * m_CellWidth + m_OffsetX, xwidth, ywidth, leftLod, lbindex, luindex, firstIndex, true);
            UpdateMeshVerticalEdge(cache, m_CellX * m_CellWidth + m_CellWidth + m_OffsetX, xwidth, ywidth, rightLod, rbindex, ruindex, firstIndex + xwidth - 2, false);
        }
示例#9
0
        public Mesh GenerateMesh(Texture2D texture)
        {
            if (cellSizeX <= 0 || cellSizeZ <= 0 || widthX <= 0 || widthZ <= 0 || maxLod < 0 || samples < 1)
            {
                return(null);
            }
            LodMeshCell[,] cells = new LodMeshCell[cellSizeX, cellSizeZ];

            //根据贴图尺寸和单元格数量,计算分配给单个单元格的像素宽高
            int w = texture.width / cellSizeX;
            int h = texture.height / cellSizeZ;

            //计算Lod
            for (int i = 0; i < cellSizeX; i++)
            {
                for (int j = 0; j < cellSizeZ; j++)
                {
                    cells[i, j] = new LodMeshCell(-widthX, -widthZ, i, j, widthX * 2 / cellSizeX,
                                                  widthZ * 2 / cellSizeZ);
                    //为单元格分配指定区域的像素并计算极差和平均值
                    cells[i, j].Calculate(texture, i * w, j * h, w, h, maxLod);
                }
            }

            //根据上一步计算的结果,将最大lod单元格边上的格子设置lod递减
            for (int i = 0; i < cellSizeX; i++)
            {
                for (int j = 0; j < cellSizeZ; j++)
                {
                    LodMeshCell cell = cells[i, j];
                    if (cell.lod == -1)
                    {
                        continue;
                    }
                    if (cell.lod != maxLod)
                    {
                        continue;
                    }
                    for (int lx = maxLod - 1, ly = 0; lx >= 0; lx--, ly++)
                    {
                        for (int lk = 0; lk <= ly; lk++)
                        {
                            if (lk == 0 && lx == 0)
                            {
                                continue;
                            }
                            int clod = maxLod - lx - lk;
                            //从最大lod处往外递减lod
                            SetNeighborLOD(i - lx, j - lk, cellSizeX, cellSizeZ, clod, cells);
                            SetNeighborLOD(i + lx, j - lk, cellSizeX, cellSizeZ, clod, cells);
                            SetNeighborLOD(i - lx, j + lk, cellSizeX, cellSizeZ, clod, cells);
                            SetNeighborLOD(i + lx, j + lk, cellSizeX, cellSizeZ, clod, cells);
                        }
                    }
                }
            }

            //根据Lod生成Mesh

            float p   = Mathf.Pow(2, maxLod);
            float dtx = widthX * 2 / cellSizeX / p;
            float dty = widthZ * 2 / cellSizeZ / p;

            MeshVertexData cache = new MeshVertexData(cellSizeX * (int)p, cellSizeZ * (int)p, dtx, dty, -widthX, -widthZ);

            for (int i = 0; i < cellSizeX; i++)
            {
                for (int j = 0; j < cellSizeZ; j++)
                {
                    LodMeshCell cell = cells[i, j];
                    if (cell.lod == -1)
                    {
                        continue;
                    }
                    int leftLod  = i == 0 ? -1 : cells[i - 1, j].lod;
                    int rightLod = i == cells.GetLength(0) - 1 ? -1 : cells[i + 1, j].lod;
                    int downLod  = j == 0 ? -1 : cells[i, j - 1].lod;
                    int upLod    = j == cells.GetLength(1) - 1 ? -1 : cells[i, j + 1].lod;
                    cell.SetNeighborLOD(leftLod, rightLod, upLod, downLod);
                    cell.UpdateMesh(cache);
                }
            }
            //生成网格
            Mesh mesh = cache.Apply(texture, uvDir, samples);

            return(mesh);
        }
示例#10
0
        public virtual void UpdateMesh(MeshVertexData cache)
        {
            if (isEdge)
            {
                if (m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                    !m_RightBottomChild.isEdge)
                {
                    m_LeftTopChild.UpdateMesh(cache);

                    if (m_IsRightEdge && !m_IsDownEdge)
                    {
                        AddTopRightTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else if (!m_IsRightEdge && m_IsDownEdge)
                    {
                        AddTopRightTriangle(cache);
                        AddRightTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else if (m_IsRightEdge && m_IsDownEdge)
                    {
                        AddTopRightTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else
                    {
                        AddBottomTriangle(cache);
                        AddRightTriangle(cache);
                        AddLeftBottomTriangle(cache);
                        AddTopRightTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && m_RightTopChild.isEdge &&
                         !m_RightBottomChild.isEdge)
                {
                    m_RightTopChild.UpdateMesh(cache);

                    if (m_IsLeftEdge && !m_IsDownEdge)
                    {
                        AddTopLeftTriangle(cache);
                        AddLeftTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                        AddBottomTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                    else if (!m_IsLeftEdge && m_IsDownEdge)
                    {
                        AddTopLeftTriangle(cache);
                        AddLeftTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                    else if (m_IsLeftEdge && m_IsDownEdge)
                    {
                        AddTopLeftTriangle(cache);
                        AddLeftTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                    else
                    {
                        AddLeftTriangle(cache);
                        AddBottomTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                         m_RightBottomChild.isEdge)
                {
                    m_RightBottomChild.UpdateMesh(cache);

                    if (m_IsUpEdge && !m_IsLeftEdge)
                    {
                        AddLeftTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddRightTopTriangle(cache);
                    }
                    else if (!m_IsUpEdge && m_IsLeftEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddRightTopTriangle(cache);
                    }
                    else if (m_IsUpEdge && m_IsLeftEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else
                    {
                        AddLeftTriangle(cache);
                        AddTopTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddRightTopTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                         !m_RightBottomChild.isEdge)
                {
                    m_LeftBottomChild.UpdateMesh(cache);

                    if (!m_IsUpEdge && m_IsRightEdge)
                    {
                        AddTopTriangle(cache);
                        AddLeftTopTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                    else if (m_IsUpEdge && !m_IsRightEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                        AddRightTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                    else if (m_IsUpEdge && m_IsRightEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                    else
                    {
                        AddTopTriangle(cache);
                        AddRightTriangle(cache);
                        AddLeftTopTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                }
                else if (m_LeftTopChild.isEdge && m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                         !m_RightBottomChild.isEdge)
                {
                    m_LeftTopChild.UpdateMesh(cache);
                    m_LeftBottomChild.UpdateMesh(cache);

                    if (m_IsRightEdge)
                    {
                        AddTopRightTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                    else
                    {
                        AddTopRightTriangle(cache);
                        AddBottomRightTriangle(cache);
                        AddRightTriangle(cache);
                    }
                }
                else if (m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && m_RightTopChild.isEdge &&
                         !m_RightBottomChild.isEdge)
                {
                    m_LeftTopChild.UpdateMesh(cache);
                    m_RightTopChild.UpdateMesh(cache);

                    if (m_IsDownEdge)
                    {
                        AddLeftBottomTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                    else
                    {
                        AddLeftBottomTriangle(cache);
                        AddRightBottomTriangle(cache);
                        AddBottomTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && m_RightTopChild.isEdge &&
                         m_RightBottomChild.isEdge)
                {
                    m_RightTopChild.UpdateMesh(cache);
                    m_RightBottomChild.UpdateMesh(cache);

                    if (m_IsLeftEdge)
                    {
                        AddTopLeftTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddLeftTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else
                    {
                        AddTopLeftTriangle(cache);
                        AddBottomLeftTriangle(cache);
                        AddLeftTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                         m_RightBottomChild.isEdge)
                {
                    m_LeftBottomChild.UpdateMesh(cache);
                    m_RightBottomChild.UpdateMesh(cache);

                    if (m_IsUpEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                    }
                    else
                    {
                        AddLeftTopTriangle(cache);
                        AddRightTopTriangle(cache);
                        AddTopTriangle(cache);
                    }
                }
                else if (!m_LeftTopChild.isEdge && !m_LeftBottomChild.isEdge && !m_RightTopChild.isEdge &&
                         !m_RightBottomChild.isEdge)
                {
                    if (!m_IsLeftEdge && !m_IsRightEdge && !m_IsUpEdge && !m_IsDownEdge)
                    {
                        m_LeftBottomChild.UpdateMesh(cache);
                        m_LeftTopChild.UpdateMesh(cache);
                        m_RightBottomChild.UpdateMesh(cache);
                        m_RightTopChild.UpdateMesh(cache);
                    }
                    else
                    {
                        if (m_IsLeftEdge)
                        {
                            AddLeftTopTriangle(cache);
                            AddLeftBottomTriangle(cache);
                        }
                        else
                        {
                            AddLeftTriangle(cache);
                        }

                        if (m_IsUpEdge)
                        {
                            AddTopLeftTriangle(cache);
                            AddTopRightTriangle(cache);
                        }
                        else
                        {
                            AddTopTriangle(cache);
                        }

                        if (m_IsRightEdge)
                        {
                            AddRightTopTriangle(cache);
                            AddRightBottomTriangle(cache);
                        }
                        else
                        {
                            AddRightTriangle(cache);
                        }

                        if (m_IsDownEdge)
                        {
                            AddBottomLeftTriangle(cache);
                            AddBottomRightTriangle(cache);
                        }
                        else
                        {
                            AddBottomTriangle(cache);
                        }
                    }
                }
                else
                {
                    m_LeftBottomChild.UpdateMesh(cache);
                    m_LeftTopChild.UpdateMesh(cache);
                    m_RightBottomChild.UpdateMesh(cache);
                    m_RightTopChild.UpdateMesh(cache);
                }
            }
            else
            {
                if (!m_IsLeftEdge && !m_IsRightEdge && !m_IsUpEdge && !m_IsDownEdge)
                {
                    AddQuad(cache);
                }
                else
                {
                    if (m_IsLeftEdge)
                    {
                        AddLeftTopTriangle(cache);
                        AddLeftBottomTriangle(cache);
                    }
                    else
                    {
                        AddLeftTriangle(cache);
                    }

                    if (m_IsUpEdge)
                    {
                        AddTopLeftTriangle(cache);
                        AddTopRightTriangle(cache);
                    }
                    else
                    {
                        AddTopTriangle(cache);
                    }

                    if (m_IsRightEdge)
                    {
                        AddRightTopTriangle(cache);
                        AddRightBottomTriangle(cache);
                    }
                    else
                    {
                        AddRightTriangle(cache);
                    }

                    if (m_IsDownEdge)
                    {
                        AddBottomLeftTriangle(cache);
                        AddBottomRightTriangle(cache);
                    }
                    else
                    {
                        AddBottomTriangle(cache);
                    }
                }
            }
        }
示例#11
0
 public override void UpdateMesh(MeshVertexData cache)
 {
     this.AddQuad(cache);
 }