/// <summary> /// Returns a 3d integer vector position of the "top" (highest LOD) node that contains the given position. /// </summary> /// <param name="pos"></param> /// <returns></returns> public static Vector3I getTopNode(Vector3 pos) { Vector3I ret = new Vector3I(); ret.x = (int)Mathf.Floor(pos.x / (NodeManager.LODSize[maxLOD] * nodeSize)); ret.y = (int)Mathf.Floor(pos.y / (NodeManager.LODSize[maxLOD] * nodeSize)); ret.z = (int)Mathf.Floor(pos.z / (NodeManager.LODSize[maxLOD] * nodeSize)); return ret; }
/// <summary> /// Initializes the node manager. /// </summary> public static void init(string worldName) { NodeManager.worldName = worldName; float nSize = LODSize[maxLOD] * nodeSize; for (int x = -1; x < 2; x++) { for (int y = -1; y < 2; y++) { for (int z = -1; z < 2; z++) { topNodes[x + 1, y + 1, z + 1] = new Node(null, new Vector3(x * nSize, y * nSize, z * nSize), 0, maxLOD, Node.RenderType.FRONT); } } } viewChunkPos = new Vector3I[maxLOD + 1]; for (int i = 0; i <= maxLOD; i++) viewChunkPos[i] = new Vector3I(); //这几句是做一个初始设定,下面的setViewPosition就是具体设置 }
/// <summary> /// Sets the material of the voxel at the given world position. /// </summary> /// <param name="worldPos"></param> /// <param name="val"></param> public void setMaterialFromWorldPos(Vector3 worldPos, byte val) { worldPos = worldPos - position; Vector3I arrayPos = new Vector3I((int)Math.Round(worldPos.x) / NodeManager.LODSize[LOD], (int)Math.Round(worldPos.y) / NodeManager.LODSize[LOD], (int)Math.Round(worldPos.z) / NodeManager.LODSize[LOD]); if (arrayPos.x < -1 || arrayPos.x > 17 || arrayPos.y < -1 || arrayPos.y > 17 || arrayPos.z < -1 || arrayPos.z > 17) { Debug.Log("Wrong node. " + arrayPos); return; } bool change = (densityChangeData.getMaterial(arrayPos.x, arrayPos.y, arrayPos.z) != val); densityChangeData.setMaterial(arrayPos.x, arrayPos.y, arrayPos.z, val); if (change) { setPermanence(true); hasDensityChangeData = true; MeshFactory.requestSave(this); } }
/// <summary> /// Called when the viewpoint has changed. /// </summary> /// <param name="pos"></param> public void viewPosChanged(Vector3 pos) { //float sep = 10f; //float distance = ((center.x - pos.x) * (center.x - pos.x) + //(center.y - pos.y) * (center.y - pos.y) + //(center.z - pos.z) * (center.z - pos.z)); //if (distance < (((float)NodeManager.LODRange[LOD]) * sep) * (((float)NodeManager.LODRange[LOD]) * sep)) Vector3I viewPos = NodeManager.viewChunkPos[LOD]; int size = 1; if ((viewPos.x >= chunkPos.x - size && viewPos.x <= chunkPos.x + size) && (viewPos.y >= chunkPos.y - size && viewPos.y <= chunkPos.y + size) && (viewPos.z >= chunkPos.z - size && viewPos.z <= chunkPos.z + size)) { if (isBottomLevel()) createSubNodes(RenderType.FRONT); for (int i = 0; i < 8; i++) { if (subNodes[i] != null) subNodes[i].viewPosChanged(pos); } } //else if (!permanent) else { size += 2; if (LOD < 3 && (viewPos.x < chunkPos.x - size || viewPos.x > chunkPos.x + size) || (viewPos.y < chunkPos.y - size || viewPos.y > chunkPos.y + size) || (viewPos.z < chunkPos.z - size || viewPos.z > chunkPos.z + size)) { for (int i = 0; i < 8; i++) { if (subNodes[i] != null) { subNodes[i].dispose(); subNodes[i] = null; } } } else if (LOD >= 3) { for (int i = 0; i < 8; i++) { if (subNodes[i] != null) { subNodes[i].dispose(); subNodes[i] = null; } } } } if (LOD == 0) { float nodeSize = (float)NodeManager.LODSize[0] * (float)NodeManager.nodeSize; Vector3I viewChunk = new Vector3I((int)(pos.x / nodeSize), (int)(pos.y / nodeSize), (int)(pos.z / nodeSize)); Vector3I curChunk = new Vector3I((int)(position.x / nodeSize), (int)(position.y / nodeSize), (int)(position.z / nodeSize)); if (curChunk.x >= viewChunk.x - 3 && curChunk.x <= viewChunk.x + 3 && curChunk.y >= viewChunk.y - 3 && curChunk.y <= viewChunk.y + 3 && curChunk.z >= viewChunk.z - 3 && curChunk.z <= viewChunk.z + 3) { collides = true; if (chunk != null) { chunk.GetComponent<MeshCollider>().sharedMesh = chunk.GetComponent<MeshFilter>().sharedMesh; } } } renderCheck(); }
/// <summary> /// Sets the view position, and checks if chunks need to be updated ///没有看到setViewPosition在nodemanager里面被call;;;; /// </summary> /// <param name="pos"></param> public static void setViewPosition(Vector3 pos) { for (int i = 0; i <= maxLOD; i++) { float nWidth = LODSize[i] * nodeSize; viewChunkPos[i].x = (int)(pos.x / nWidth); viewChunkPos[i].y = (int)(pos.y / nWidth); viewChunkPos[i].z = (int)(pos.z / nWidth); } float sWidth = LODSize[0] * nodeSize * 0.5f; Vector3I newPos = new Vector3I((int)(pos.x / sWidth), (int)(pos.y / sWidth), (int)(pos.z / sWidth)); if (!curTopNode.Equals(getTopNode(pos))) { float nodeWidth = LODSize[maxLOD] * nodeSize; Vector3I diff = getTopNode(pos).Subtract(curTopNode); curTopNode = getTopNode(pos); while (diff.x > 0) { for (int y = 0; y < 3; y++) { for (int z = 0; z < 3; z++) { topNodes[0, y, z].dispose(); topNodes[0, y, z] = topNodes[1, y, z]; topNodes[1, y, z] = topNodes[2, y, z]; topNodes[2, y, z] = new Node(null, new Vector3((curTopNode.x * nodeWidth) + nodeWidth, (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth), (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)), 0, maxLOD, Node.RenderType.FRONT); } } diff.x--; } while (diff.x < 0) { for (int y = 0; y < 3; y++) { for (int z = 0; z < 3; z++) { topNodes[2, y, z].dispose(); topNodes[2, y, z] = topNodes[1, y, z]; topNodes[1, y, z] = topNodes[0, y, z]; topNodes[0, y, z] = new Node(null, new Vector3((curTopNode.x * nodeWidth) - nodeWidth, (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth), (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)), 0, maxLOD, Node.RenderType.FRONT); } } diff.x++; } while (diff.y > 0) { for (int x = 0; x < 3; x++) { for (int z = 0; z < 3; z++) { topNodes[x, 0, z].dispose(); topNodes[x, 0, z] = topNodes[x, 1, z]; topNodes[x, 1, z] = topNodes[x, 2, z]; topNodes[x, 2, z] = new Node(null, new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth), (curTopNode.y * nodeWidth) + nodeWidth, (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)), 0, maxLOD, Node.RenderType.FRONT); } } diff.y--; } while (diff.y < 0) { for (int x = 0; x < 3; x++) { for (int z = 0; z < 3; z++) { topNodes[x, 2, z].dispose(); topNodes[x, 2, z] = topNodes[x, 1, z]; topNodes[x, 1, z] = topNodes[x, 0, z]; topNodes[x, 0, z] = new Node(null, new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth), (curTopNode.y * nodeWidth) - nodeWidth, (curTopNode.z * nodeWidth) + ((z - 1) * nodeWidth)), 0, maxLOD, Node.RenderType.FRONT); } } diff.y++; } while (diff.z > 0) { for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { topNodes[x, y, 0].dispose(); topNodes[x, y, 0] = topNodes[x, y, 1]; topNodes[x, y, 1] = topNodes[x, y, 2]; topNodes[x, y, 2] = new Node(null, new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth), (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth), (curTopNode.z * nodeWidth) + nodeWidth), 0, maxLOD, Node.RenderType.FRONT); } } diff.z--; } while (diff.z < 0) { for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { topNodes[x, y, 2].dispose(); topNodes[x, y, 2] = topNodes[x, y, 1]; topNodes[x, y, 1] = topNodes[x, y, 0]; topNodes[x, y, 0] = new Node(null, new Vector3((curTopNode.x * nodeWidth) + ((x - 1) * nodeWidth), (curTopNode.y * nodeWidth) + ((y - 1) * nodeWidth), (curTopNode.z * nodeWidth) - nodeWidth), 0, maxLOD, Node.RenderType.FRONT); } } diff.z++; } } if (curBottomNode.x != newPos.x || curBottomNode.y != newPos.y || curBottomNode.z != newPos.z) { Vector3 setPos = new Vector3(newPos.x * sWidth + (sWidth / 1f), newPos.y * sWidth + (sWidth / 1f), newPos.z * sWidth + (sWidth / 1f)); for (int x = 0; x < 3; x++) for (int y = 0; y < 3; y++) for (int z = 0; z < 3; z++) { topNodes[x, y, z].viewPosChanged(setPos); } curBottomNode = newPos; } }
/// <summary> /// Sets the density of a point, given a world pos. /// </summary> /// <param name="worldPos"></param> public void setDensityFromWorldPos(Vector3 worldPos, float val) { worldPos = worldPos - position; Vector3I arrayPos = new Vector3I((int)Math.Round(worldPos.x) / NodeManager.LODSize[LOD], (int)Math.Round(worldPos.y) / NodeManager.LODSize[LOD], (int)Math.Round(worldPos.z) / NodeManager.LODSize[LOD]); if (arrayPos.x < -1 || arrayPos.x > 17 || arrayPos.y < -1 || arrayPos.y > 17 || arrayPos.z < -1 || arrayPos.z > 17) { Debug.Log("Wrong node. " + arrayPos + ":" + worldPos + ":" + containsDensityPoint(worldPos).ToString()); return; } densityChangeData.set(arrayPos.x, arrayPos.y, arrayPos.z, val); setPermanence(true); hasDensityChangeData = true; MeshFactory.requestSave(this); }
/// <summary> /// Sets the density value at the given coordinates. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> /// <returns></returns> public void set(Vector3I pos, float val) { set(pos.x, pos.y, pos.z, val); }
/// <summary> /// Adds another vector's values to this /// </summary> /// <param name="other"></param> /// <returns></returns> public Vector3I Add(Vector3I other) { return new Vector3I(x + other.x, y + other.y, z + other.z); }
/// <summary> /// Returns the density value at the given coordinates. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> /// <returns></returns> public float get(Vector3I pos) { if (changeData != null) if (changeData.get(pos) > -99999f) return changeData.get(pos); return get(pos.x, pos.y, pos.z); }
/// <summary> /// Subtracts another vectory's values from this /// </summary> /// <param name="other"></param> /// <returns></returns> public Vector3I Subtract(Vector3I other) { return new Vector3I(x - other.x, y - other.y, z - other.z); }
/// <summary> /// Generates the triangles for a specific voxel /// </summary> /// <param name="node">The node that contains the voxel</param> /// <param name="pos">The voxel position (Not real position) [16,16,16]</param> /// <param name="triangleList">The list used to contain triangles made so far</param> /// <param name="densities">The array that contains density information</param> /// <param name="densityNormals">The array that contains density normals</param> private static void generateTriangles(Node node, Vector3I pos, List<Triangle> triangleList, List<int> submeshIDList, int[] subMeshTriCount, DensityData densities, Vector3[, ,] densityNormals) { float size = NodeManager.LODSize[node.LOD]; float[] denses = new float[8]; denses[0] = densities.get(pos.x, pos.y, pos.z + 1); denses[1] = densities.get(pos.x + 1, pos.y, pos.z + 1); denses[2] = densities.get(pos.x + 1, pos.y, pos.z); denses[3] = densities.get(pos.x, pos.y, pos.z); denses[4] = densities.get(pos.x, pos.y + 1, pos.z + 1); denses[5] = densities.get(pos.x + 1, pos.y + 1, pos.z + 1); denses[6] = densities.get(pos.x + 1, pos.y + 1, pos.z); denses[7] = densities.get(pos.x, pos.y + 1, pos.z); byte cubeIndex = 0; if (denses[0] < isolevel) cubeIndex |= 1; if (denses[1] < isolevel) cubeIndex |= 2; if (denses[2] < isolevel) cubeIndex |= 4; if (denses[3] < isolevel) cubeIndex |= 8; if (denses[4] < isolevel) cubeIndex |= 16; if (denses[5] < isolevel) cubeIndex |= 32; if (denses[6] < isolevel) cubeIndex |= 64; if (denses[7] < isolevel) cubeIndex |= 128; if (cubeIndex == 0 || cubeIndex == 255) return; Vector3 origin = new Vector3((size * (pos.x)) , (size * (pos.y)) , (size * (pos.z))); Vector3[] positions = new Vector3[8]; positions[0] = new Vector3(origin.x, origin.y, origin.z + size); positions[1] = new Vector3(origin.x + size, origin.y, origin.z + size); positions[2] = new Vector3(origin.x + size, origin.y, origin.z); positions[3] = new Vector3(origin.x, origin.y, origin.z); positions[4] = new Vector3(origin.x, origin.y + size, origin.z + size); positions[5] = new Vector3(origin.x + size, origin.y + size, origin.z + size); positions[6] = new Vector3(origin.x + size, origin.y + size, origin.z); positions[7] = new Vector3(origin.x, origin.y + size, origin.z); Vector3[][] vertlist = new Vector3[12][]; if (IsBitSet(edgeTable[cubeIndex], 1)) vertlist[0] = VertexInterp(isolevel, positions[0], positions[1], denses[0], denses[1], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 2)) vertlist[1] = VertexInterp(isolevel, positions[1], positions[2], denses[1], denses[2], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 4)) vertlist[2] = VertexInterp(isolevel, positions[2], positions[3], denses[2], denses[3], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 8)) vertlist[3] = VertexInterp(isolevel, positions[3], positions[0], denses[3], denses[0], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 16)) vertlist[4] = VertexInterp(isolevel, positions[4], positions[5], denses[4], denses[5], densityNormals[pos.x, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 32)) vertlist[5] = VertexInterp(isolevel, positions[5], positions[6], denses[5], denses[6], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 64)) vertlist[6] = VertexInterp(isolevel, positions[6], positions[7], denses[6], denses[7], densityNormals[pos.x + 1, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 128)) vertlist[7] = VertexInterp(isolevel, positions[7], positions[4], denses[7], denses[4], densityNormals[pos.x, pos.y + 1, pos.z], densityNormals[pos.x, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 256)) vertlist[8] = VertexInterp(isolevel, positions[0], positions[4], denses[0], denses[4], densityNormals[pos.x, pos.y, pos.z + 1], densityNormals[pos.x, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 512)) vertlist[9] = VertexInterp(isolevel, positions[1], positions[5], denses[1], denses[5], densityNormals[pos.x + 1, pos.y, pos.z + 1], densityNormals[pos.x + 1, pos.y + 1, pos.z + 1]); if (IsBitSet(edgeTable[cubeIndex], 1024)) vertlist[10] = VertexInterp(isolevel, positions[2], positions[6], denses[2], denses[6], densityNormals[pos.x + 1, pos.y, pos.z], densityNormals[pos.x + 1, pos.y + 1, pos.z]); if (IsBitSet(edgeTable[cubeIndex], 2048)) vertlist[11] = VertexInterp(isolevel, positions[3], positions[7], denses[3], denses[7], densityNormals[pos.x, pos.y, pos.z], densityNormals[pos.x, pos.y + 1, pos.z]); int submesh = densities.getMaterial(pos.x, pos.y, pos.z); for (int i = 0; triTable[cubeIndex][i] != -1; i += 3) { submeshIDList.Add(submesh); subMeshTriCount[submesh] = subMeshTriCount[submesh] + 1; triangleList.Add(new Triangle(vertlist[triTable[cubeIndex][i]][0], vertlist[triTable[cubeIndex][i + 1]][0], vertlist[triTable[cubeIndex][i + 2]][0], vertlist[triTable[cubeIndex][i]][1], vertlist[triTable[cubeIndex][i + 1]][1], vertlist[triTable[cubeIndex][i + 2]][1])); } }
/// <summary> /// Calculates the normal. /// </summary> /// <param name="p"></param> private static Vector3 calculateDensityNormal(Vector3I p, DensityData densities, int lod) { Vector3 normal = new Vector3(); normal.x = (densities.get(p.x + 1, p.y, p.z) - densities.get(p.x - 1, p.y, p.z)) / (NodeManager.LODSize[lod]); normal.y = (densities.get(p.x, p.y + 1, p.z) - densities.get(p.x, p.y - 1, p.z)) / (NodeManager.LODSize[lod]); normal.z = (densities.get(p.x, p.y, p.z + 1) - densities.get(p.x, p.y, p.z - 1)) / (NodeManager.LODSize[lod]); normal.Normalize(); return normal; }
/// <summary> /// Calculates a density value given a location /// </summary> /// <param name="node"></param> /// <param name="pos"></param> /// <returns></returns> private static VoxelData calculateDensity(Node node, Vector3I pos) { int nodeWidth = NodeManager.LODSize[node.LOD]; Vector3 ws = new Vector3(node.position.x + (nodeWidth * pos.x), node.position.y + (nodeWidth * pos.y), node.position.z + (nodeWidth * pos.z)); return terrainGenerator.calculateDensity(ws); }