示例#1
0
        public void GenerateMeshes()
        {
            foreach (GameObject go in meshObjects)
            {
                Destroy(go);
            }
            meshObjects.Clear();

            List <Vector3> verts    = new List <Vector3>();
            List <int>     indices  = new List <int>();
            Marching       marching = new MarchingCubes();

            marching.Surface = 0.5f;

            marching.Generate(voxels, width, height, length, verts, indices);

            //A mesh in unity can only be made up of 65000 verts.
            //Need to split the verts between multiple meshes.

            int maxVertsPerMesh = 30000; //must be divisible by 3, ie 3 verts == 1 triangle
            int numMeshes       = verts.Count / maxVertsPerMesh + 1;

            for (int i = 0; i < numMeshes; i++)
            {
                List <Vector3> splitVerts   = new List <Vector3>();
                List <int>     splitIndices = new List <int>();

                for (int j = 0; j < maxVertsPerMesh; j++)
                {
                    int idx = i * maxVertsPerMesh + j;

                    if (idx < verts.Count)
                    {
                        splitVerts.Add(verts[idx]);
                        splitIndices.Add(j);
                    }
                }

                if (splitVerts.Count == 0)
                {
                    continue;
                }

                Mesh mesh = new Mesh();
                mesh.SetVertices(splitVerts);
                mesh.SetTriangles(splitIndices, 0);
                mesh.RecalculateBounds();
                mesh.RecalculateNormals();

                GameObject go = new GameObject("Mesh");
                meshObjects.Add(go);
                go.isStatic         = true;
                go.transform.parent = transform;
                go.AddComponent <MeshFilter>();
                go.AddComponent <MeshRenderer>();
                go.GetComponent <Renderer>().material       = m_material;
                go.GetComponent <MeshFilter>().mesh         = mesh;
                go.AddComponent <MeshCollider>().sharedMesh = mesh;;
                go.transform.localPosition = Vector3.zero;
                meshes.Add(go);
            }
        }
示例#2
0
        void Start()
        {
            INoise       perlin  = new PerlinNoise(seed, 2.0f);
            FractalNoise fractal = new FractalNoise(perlin, 3, 1.0f);

            //Set the mode used to create the mesh.
            //Cubes is faster and creates less verts, tetrahedrons is slower and creates more verts but better represents the mesh surface.
            Marching marching = null;

            if (mode == MARCHING_MODE.TETRAHEDRON)
            {
                marching = new MarchingTertrahedron();
            }
            else
            {
                marching = new MarchingCubes();
            }

            //Surface is the value that represents the surface of mesh
            //For example the perlin noise has a range of -1 to 1 so the mid point is where we want the surface to cut through.
            //The target value does not have to be the mid point it can be any value with in the range.
            marching.Surface = 0.0f;

            //The size of voxel array.
            int width  = 32;
            int height = 32;
            int length = 10;

            float[] voxels = new float[width * height * length];

            //Fill voxels with values. Im using perlin noise but any method to create voxels will work.
            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    for (int z = 0; z < length; z++)
                    {
                        float fx = x / (width - 1.0f);
                        float fy = y / (height - 1.0f);
                        float fz = z / (length - 1.0f);

                        int idx = x + y * width + z * width * height;

                        voxels[idx] = fractal.Sample3D(fx, fy, fz);
                    }
                }
            }

            List <Vector3> verts   = new List <Vector3>();
            List <int>     indices = new List <int>();

            //The mesh produced is not optimal. There is one vert for each index.
            //Would need to weld vertices for better quality mesh.
            marching.Generate(voxels, width, height, length, verts, indices);

            //A mesh in unity can only be made up of 65000 verts.
            //Need to split the verts between multiple meshes.

            int maxVertsPerMesh = 30000; //must be divisible by 3, ie 3 verts == 1 triangle
            int numMeshes       = verts.Count / maxVertsPerMesh + 1;

            for (int i = 0; i < numMeshes; i++)
            {
                List <Vector3> splitVerts   = new List <Vector3>();
                List <int>     splitIndices = new List <int>();

                for (int j = 0; j < maxVertsPerMesh; j++)
                {
                    int idx = i * maxVertsPerMesh + j;

                    if (idx < verts.Count)
                    {
                        splitVerts.Add(verts[idx]);
                        splitIndices.Add(j);
                    }
                }

                if (splitVerts.Count == 0)
                {
                    continue;
                }

                Mesh mesh = new Mesh();
                mesh.SetVertices(splitVerts);
                mesh.SetTriangles(splitIndices, 0);
                mesh.RecalculateBounds();
                mesh.RecalculateNormals();

                GameObject go = new GameObject("Mesh");
                go.transform.parent = transform;
                go.AddComponent <MeshFilter>();
                go.AddComponent <MeshRenderer>();
                go.GetComponent <Renderer>().material = m_material;
                go.GetComponent <MeshFilter>().mesh   = mesh;
                go.transform.localPosition            = new Vector3(-width / 2, -height / 2, -length / 2);

                meshes.Add(go);
            }
        }
示例#3
0
        void Start()
        {
            INoise       perlin  = new PerlinNoise(seed, 2.0f);
            FractalNoise fractal = new FractalNoise(perlin, 3, 1.0f);

            //Set the mode used to create the mesh.
            //Cubes is faster and creates less verts, tetrahedrons is slower and creates more verts but better represents the mesh surface.
            Marching marching = null;

            if (mode == MARCHING_MODE.TETRAHEDRON)
            {
                marching = new MarchingTertrahedron();
            }
            else
            {
                marching = new MarchingCubes();
            }

            //Surface is the value that represents the surface of mesh
            //For example the perlin noise has a range of -1 to 1 so the mid point is where we want the surface to cut through.
            //The target value does not have to be the mid point it can be any value with in the range.
            marching.Surface = 0.0f;

            //The size of voxel array.
            int width  = 32;
            int height = 32;
            int length = 32;

            float[] voxels = new float[width * height * length];

            //Fill voxels with values. Im using perlin noise but any method to create voxels will work.
            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    for (int z = 0; z < length; z++)
                    {
                        float fx = x / (width - 1.0f);
                        float fy = y / (height - 1.0f);
                        float fz = z / (length - 1.0f);

                        int idx = x + y * width + z * width * height;

                        voxels[idx] = fractal.Sample3D(fx, fy, fz);
                    }
                }
            }

            List <Vector3> verts   = new List <Vector3>();
            List <int>     indices = new List <int>();

            System.Diagnostics.Stopwatch measure = new System.Diagnostics.Stopwatch();
            measure.Start();

            marching.Generate(voxels, width, height, length, verts, indices);

            verts = MeshUtils.WeldVertices(verts, indices);

            measure.Stop();

            Debug.Log(string.Format("Time elapsed: {0}", measure.Elapsed));

            Mesh mesh = new Mesh();

            mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            mesh.SetVertices(verts);
            mesh.SetTriangles(indices, 0);
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();

            GameObject go = new GameObject("Mesh");

            go.transform.parent = transform;
            go.AddComponent <MeshFilter>();
            go.AddComponent <MeshRenderer>();
            go.GetComponent <Renderer>().material = m_material;
            go.GetComponent <MeshFilter>().mesh   = mesh;
            go.transform.localPosition            = new Vector3(-width / 2, -height / 2, -length / 2);
        }