示例#1
0
        /// <summary>
        /// Generates the mesh data
        /// </summary>
        public static void GenerateMeshData(MeshRequest request)
        {
            MeshData meshData = new MeshData();
            request.meshData = meshData;

            //Check if the node requesting a generation has been disposed
            if (request == null || request.node.disposed)
            {
                meshData.triangleArray = new Vector3[0];
                meshData.indexArray = new int[0][];
                meshData.uvArray = new Vector2[0];
                meshData.normalArray = new Vector3[0];
                request.isDone = true;
                return;
            }

            DensityData densityArray = request.densities;

            Vector3[, ,] densityNormals = new Vector3[17, 17, 17];
            List<Triangle> triangleList = new List<Triangle>();
            List<int> subMeshIDList = new List<int>();
            int[] subMeshTriCount = new int[QuixelEngine.materials.Length];
            Node node = request.node;
            request.meshData = meshData;

            //Unoptimized generation
            densityNormals = new Vector3[18, 18, 18];
            if (!request.hasDensities)
            {
                for (int x = -1; x < 18; x++)
                {
                    for (int y = -1; y < 18; y++)
                    {
                        for (int z = -1; z < 18; z++)
                        {
                            VoxelData data = calculateDensity(node, new Vector3I(x, y, z));
                            densityArray.set(x, y, z, data.density);
                            densityArray.setMaterial(x, y, z, data.material);
                        }
                    }
                }
            }

            for (int x = 0; x < 17; x++)
            {
                for (int y = 0; y < 17; y++)
                {
                    for (int z = 0; z < 17; z++)
                    {
                        densityNormals[x, y, z] = calculateDensityNormal(new Vector3I(x, y, z), densityArray, node.LOD);
                    }
                }
            }
            for (int x = 0; x < 16; x++)
            {
                for (int y = 0; y < 16; y++)
                {
                    for (int z = 0; z < 16; z++)
                    {
                        generateTriangles(node, new Vector3I(x, y, z), triangleList, subMeshIDList, subMeshTriCount, densityArray, densityNormals);
                    }
                }
            }
            int ppos = 0;
            int li = 0;
            try
            {
                meshData.triangleArray = new Vector3[triangleList.Count * 3];
                meshData.indexArray = new int[QuixelEngine.materials.Length][];
                for (int i = 0; i < QuixelEngine.materials.Length; i++)
                    meshData.indexArray[i] = new int[(subMeshTriCount[i] * 3) * 3];
                meshData.uvArray = new Vector2[meshData.triangleArray.Length];
                meshData.normalArray = new Vector3[meshData.triangleArray.Length];

                int count = 0;
                int[] indCount = new int[QuixelEngine.materials.Length];
                for (int i = 0; i < triangleList.Count; i++)
                {
                    ppos = i;
                    Triangle triangle = triangleList[i];
                    meshData.triangleArray[count + 2] = triangle.pointOne;
                    meshData.triangleArray[count + 1] = triangle.pointTwo;
                    meshData.triangleArray[count + 0] = triangle.pointThree;

                    meshData.normalArray[count + 2] = triangle.nOne;
                    meshData.normalArray[count + 1] = triangle.nTwo;
                    meshData.normalArray[count + 0] = triangle.nThree;

                    int ind = subMeshIDList[i];
                    li = subMeshIDList[i];
                    meshData.indexArray[ind][indCount[ind] + 0] = count + 0;
                    meshData.indexArray[ind][indCount[ind] + 1] = count + 1;
                    meshData.indexArray[ind][indCount[ind] + 2] = count + 2;

                    meshData.uvArray[count + 0] = new Vector2(meshData.triangleArray[count + 0].x, meshData.triangleArray[count + 0].z);
                    meshData.uvArray[count + 1] = new Vector2(meshData.triangleArray[count + 1].x, meshData.triangleArray[count + 1].z);
                    meshData.uvArray[count + 2] = new Vector2(meshData.triangleArray[count + 2].x, meshData.triangleArray[count + 2].z);
                    count += 3;
                    indCount[subMeshIDList[i]] += 3;
                }
            }
            catch (Exception e)
            {
                StreamWriter sw = new StreamWriter("Error Log.txt");
                sw.WriteLine(e.Message + "\r\n" + e.StackTrace);
                for (int i = 0; i < QuixelEngine.materials.Length; i++)
                    sw.WriteLine(i + ": " + subMeshTriCount[i]);
                sw.WriteLine(ppos);
                sw.WriteLine(li);
                sw.Close();
            }
            request.isDone = true;
        }
示例#2
0
文件: Nodes.cs 项目: beneon/Quixel
        /// <summary>
        /// Called when a mesh has been generated
        /// </summary>
        /// <param name="mesh">Mesh data</param>
        public void setMesh(MeshData meshData)
        {
            densityData.setChangeData(densityChangeData);

            regenReq = false;
            if (regenFlag)
            {
                regenFlag = false;
                regenReq = true;
                MeshFactory.requestMesh(this);
            }

            hasMesh = true;
            if (meshData.indexArray.Length == 0)
                return;

            if (chunk == null)
            {
                chunk = ChunkPool.getChunk();
                if (LOD > 2)
                    chunk.transform.position = position - new Vector3(0f, (NodeManager.LODSize[LOD] / 2f), 0f);
                else
                    chunk.transform.position = position;

                //chunk.GetComponent<MeshFilter>().mesh.subMeshCount = QuixelEngine.materials.Length;
                chunk.GetComponent<MeshRenderer>().materials = QuixelEngine.materials;
            }

            empty = false;
            Mesh mesh = new Mesh();
            mesh.subMeshCount = QuixelEngine.materials.Length;
            mesh.vertices = meshData.triangleArray;

            for (int i = 0; i < QuixelEngine.materials.Length; i++)
            {
                if (meshData.indexArray[i].Length > 0)
                    mesh.SetTriangles(meshData.indexArray[i], i);
            }
            //mesh.triangles = meshData.indexArray;
            mesh.uv = meshData.uvArray;

            mesh.normals = meshData.normalArray;
            //mesh.RecalculateBounds();
            mesh.Optimize();

            chunk.GetComponent<MeshFilter>().mesh = mesh;

            if (LOD == 0 && collides)
                chunk.GetComponent<MeshCollider>().sharedMesh = mesh;
            meshData.dispose();

            renderCheck();
            switch (renderType)
            {
                case RenderType.BACK:
                    if (chunk != null)
                        chunk.layer = 9;
                    break;

                case RenderType.FRONT:
                    if (chunk != null)
                        chunk.layer = 8;
                    break;
            }
            if (parent != null)
                parent.renderCheck();
        }