示例#1
0
        //Сгенерировать меш
        public MyQuadMesh MakeGroundMesh(LocationCreator lc, MyVector offset, int h)
        {
            var quadMesh = new MyQuadMesh();

            //Проходим по всем клеткам блока
            for (int x = 0; x < SizeX; x++)
            {
                for (int z = 0; z < SizeZ; z++)
                {
                    int totalX   = OffsetX + x;
                    int totalZ   = OffsetZ + z;
                    int currentH = h;

                    //Проверяем цвет
                    var color = Colors[x, z];
                    if (color == null)
                    {
                        continue;
                    }

                    var y = Land[x, z];

                    //Строим верхнюю грань
                    {
                        if (lc.Land[x, z] - 1 != y)
                        {
                            var colorUp = color;

                            int v      = y;
                            var color1 = lc.GetColor(colorUp, x, z, v + 1);
                            var color2 = lc.GetColor(colorUp, x + 1, z, v + 1);
                            var color3 = lc.GetColor(colorUp, x, z + 1, v + 1);
                            var color4 = lc.GetColor(colorUp, x + 1, z + 1, v + 1);
                            quadMesh.CreateY1(x + offset.X, v + offset.Y, z + offset.Z, new[] { color1, color2, color3, color4 });
                        }
                    }

                    //Строим боковые грани X0
                    if (totalX > 0)
                    {
                        var v0 = lc.Land[totalX - 1, totalZ];

                        for (int v = Math.Max(v0 + 1, y - currentH); v <= y; v++)
                        {
                            var color1 = lc.GetColor(color, x, z, v);
                            var color2 = lc.GetColor(color, x, z, v + 1);
                            var color3 = lc.GetColor(color, x, z + 1, v);
                            var color4 = lc.GetColor(color, x, z + 1, v + 1);
                            quadMesh.CreateX0(x + offset.X, v + offset.Y, z + offset.Z, new[] { color1, color2, color3, color4 });
                        }
                    }

                    //Строим боковые грани X1
                    if (lc.GenerateVoxelSideX1 && totalX < SizeX - 1)
                    {
                        var v0 = lc.Land[totalX + 1, totalZ];

                        for (int v = Math.Max(v0 + 1, y - currentH); v <= y; v++)
                        {
                            var color1 = lc.GetColor(color, x + 1, z, v);
                            var color2 = lc.GetColor(color, x + 1, z + 1, v);
                            var color3 = lc.GetColor(color, x + 1, z, v + 1);
                            var color4 = lc.GetColor(color, x + 1, z + 1, v + 1);
                            quadMesh.CreateX1(x + offset.X, v + offset.Y, z + offset.Z, new[] { color1, color2, color3, color4 });
                        }
                    }

                    //Строим боковые грани Z0
                    if (lc.GenerateVoxelSideZ0 && totalZ > 0)
                    {
                        var v0 = lc.Land[totalX, totalZ - 1];

                        for (int v = Math.Max(v0 + 1, y - currentH); v <= y; v++)
                        {
                            var color1 = lc.GetColor(color, x, z, v);
                            var color2 = lc.GetColor(color, x + 1, z, v);
                            var color3 = lc.GetColor(color, x, z, v + 1);
                            var color4 = lc.GetColor(color, x + 1, z, v + 1);
                            quadMesh.CreateZ0(x + offset.X, v + offset.Y, z + offset.Z, new[] { color1, color2, color3, color4 });
                        }
                    }

                    //Строим боковые грани Z1
                    if (totalZ < SizeZ - 1)
                    {
                        var v0 = lc.Land[totalX, totalZ + 1];

                        for (int v = Math.Max(v0 + 1, y - currentH); v <= y; v++)
                        {
                            var color1 = lc.GetColor(color, x, z + 1, v);
                            var color2 = lc.GetColor(color, x, z + 1, v + 1);
                            var color3 = lc.GetColor(color, x + 1, z + 1, v);
                            var color4 = lc.GetColor(color, x + 1, z + 1, v + 1);
                            quadMesh.CreateZ1(x + offset.X, v + offset.Y, z + offset.Z, new[] { color1, color2, color3, color4 });
                        }
                    }
                }
            }

            return(quadMesh);
        }
示例#2
0
        public MyMesh Build(LocationCreator lc, int k = 4, int m = 4)
        {
            var qy1 = QuadGroup(quadranglesY1, q => q.y);
            var qx0 = QuadGroup(quadranglesX0, q => q.x);
            var qx1 = QuadGroup(quadranglesX1, q => q.x);
            var qz0 = QuadGroup(quadranglesZ0, q => q.z);
            var qz1 = QuadGroup(quadranglesZ1, q => q.z);

            if (bOptimizeEd)
            {
                if (k > 1)
                {
                    qy1 = qy1.Select(x => QuadrangleOptimizeX(x, k, k).ToList());
                    qy1 = qy1.Select(x => QuadrangleOptimizeZ(x, k, k).ToList());
                }
                if (m > 1)
                {
                    qx0 = qx0.Select(x => QuadrangleOptimizeY(x, m, m).ToList());
                    qx0 = qx0.Select(x => QuadrangleOptimizeZ(x, m, m).ToList());
                    qx1 = qx1.Select(x => QuadrangleOptimizeY(x, m, m).ToList());
                    qx1 = qx1.Select(x => QuadrangleOptimizeZ(x, m, m).ToList());

                    qz0 = qz0.Select(x => QuadrangleOptimizeX(x, m, m).ToList());
                    qz0 = qz0.Select(x => QuadrangleOptimizeY(x, m, m).ToList());
                    qz1 = qz1.Select(x => QuadrangleOptimizeX(x, m, m).ToList());
                    qz1 = qz1.Select(x => QuadrangleOptimizeY(x, m, m).ToList());
                }
            }

            if (bOptimize3)
            {
                qy1 = qy1.Select(x => QuadrangleOptimizeX(x, 4, 4).ToList());
                qy1 = qy1.Select(x => QuadrangleOptimizeZ(x, 4, 4).ToList());

                qx0 = qx0.Select(x => QuadrangleOptimizeY(x, 4, 4).ToList());
                qx0 = qx0.Select(x => QuadrangleOptimizeZ(x, 4, 4).ToList());
                qx1 = qx1.Select(x => QuadrangleOptimizeY(x, 4, 4).ToList());
                qx1 = qx1.Select(x => QuadrangleOptimizeZ(x, 4, 4).ToList());

                qz0 = qz0.Select(x => QuadrangleOptimizeX(x, 4, 4).ToList());
                qz0 = qz0.Select(x => QuadrangleOptimizeY(x, 4, 4).ToList());
                qz1 = qz1.Select(x => QuadrangleOptimizeX(x, 4, 4).ToList());
                qz1 = qz1.Select(x => QuadrangleOptimizeY(x, 4, 4).ToList());
            }

            if (k > 4)
            {
                if (bOptimize3)
                {
                    qy1 = qy1.Select(x => QuadrangleOptimizeX(x, k, k).ToList());
                    qy1 = qy1.Select(x => QuadrangleOptimizeZ(x, k, k).ToList());

                    qx0 = qx0.Select(x => QuadrangleOptimizeY(x, k, k).ToList());
                    qx0 = qx0.Select(x => QuadrangleOptimizeZ(x, k, k).ToList());
                    qx1 = qx1.Select(x => QuadrangleOptimizeY(x, k, k).ToList());
                    qx1 = qx1.Select(x => QuadrangleOptimizeZ(x, k, k).ToList());

                    qz0 = qz0.Select(x => QuadrangleOptimizeX(x, k, k).ToList());
                    qz0 = qz0.Select(x => QuadrangleOptimizeY(x, k, k).ToList());
                    qz1 = qz1.Select(x => QuadrangleOptimizeX(x, k, k).ToList());
                    qz1 = qz1.Select(x => QuadrangleOptimizeY(x, k, k).ToList());
                }
            }

            if (bOptimize2 && k > 1)
            {
                qy1 = qy1.Select(x => QuadrangleOptimizeX(x, 1, k).ToList());
                qy1 = qy1.Select(x => QuadrangleOptimizeZ(x, 1, k).ToList());

                qx0 = qx0.Select(x => QuadrangleOptimizeY(x, 1, k).ToList());
                qx0 = qx0.Select(x => QuadrangleOptimizeZ(x, 1, k).ToList());
                qx1 = qx1.Select(x => QuadrangleOptimizeY(x, 1, k).ToList());
                qx1 = qx1.Select(x => QuadrangleOptimizeZ(x, 1, k).ToList());

                qz0 = qz0.Select(x => QuadrangleOptimizeX(x, 1, k).ToList());
                qz0 = qz0.Select(x => QuadrangleOptimizeY(x, 1, k).ToList());
                qz1 = qz1.Select(x => QuadrangleOptimizeX(x, 1, k).ToList());
                qz1 = qz1.Select(x => QuadrangleOptimizeY(x, 1, k).ToList());
            }

            var _qy1 = qy1.ToList();
            var _qx0 = qx0.ToList();
            var _qx1 = qx1.ToList();
            var _qz0 = qz0.ToList();
            var _qz1 = qz1.ToList();

            var count = _qy1.Sum(x => x.Count) + _qx0.Sum(x => x.Count) + _qx1.Sum(x => x.Count) + _qz0.Sum(x => x.Count) + _qz1.Sum(x => x.Count);

            if (count == 0)
            {
                return(null);
            }

            var mesh = new MyMesh(count * 4, count);

            foreach (var quads in _qy1)
            {
                foreach (var quad in quads)
                {
                    Create(mesh, quad, orientVertices[QuadOrient.y1]);
                }
            }
            foreach (var quads in _qx0)
            {
                foreach (var quad in quads)
                {
                    Create(mesh, quad, orientVertices[QuadOrient.x0]);
                }
            }
            foreach (var quads in _qx1)
            {
                foreach (var quad in quads)
                {
                    Create(mesh, quad, orientVertices[QuadOrient.x1]);
                }
            }
            foreach (var quads in _qz0)
            {
                foreach (var quad in quads)
                {
                    Create(mesh, quad, orientVertices[QuadOrient.z0]);
                }
            }
            foreach (var quads in _qz1)
            {
                foreach (var quad in quads)
                {
                    Create(mesh, quad, orientVertices[QuadOrient.z1]);
                }
            }
            mesh = mesh.Optimize();
            return(mesh);
        }