public static MeshData GenerateTerrainMesh(float[,] terrainFormattedHeightMapValues, MapConfiguration mapConfiguration, int levelOfDetail) { int skipIncrement = (levelOfDetail == 0) ? 1 : levelOfDetail * 2; int numVertsPerLine = mapConfiguration.numVertsPerLine; Vector2 topLeft = new Vector2(-1, 1) * mapConfiguration.chunkWorldSize / 2f; MeshData meshData = new MeshData(numVertsPerLine, skipIncrement); int[,] vertexIndicesMap = new int[numVertsPerLine, numVertsPerLine]; int meshVertexIndex = 0; int outOfMeshVertexIndex = -1; for (int y = 0; y < numVertsPerLine; y++) { for (int x = 0; x < numVertsPerLine; x++) { bool isOutOfMeshVertex = y == 0 || y == numVertsPerLine - 1 || x == 0 || x == numVertsPerLine - 1; bool isSkippedVertex = x > 2 && x < numVertsPerLine - 3 && y > 2 && y < numVertsPerLine - 3 && ((x - 2) % skipIncrement != 0 || (y - 2) % skipIncrement != 0); if (isOutOfMeshVertex) { vertexIndicesMap [x, y] = outOfMeshVertexIndex; outOfMeshVertexIndex--; } else if (!isSkippedVertex) { vertexIndicesMap [x, y] = meshVertexIndex; meshVertexIndex++; } } } for (int y = 0; y < numVertsPerLine; y++) { for (int x = 0; x < numVertsPerLine; x++) { bool isSkippedVertex = x > 2 && x < numVertsPerLine - 3 && y > 2 && y < numVertsPerLine - 3 && ((x - 2) % skipIncrement != 0 || (y - 2) % skipIncrement != 0); if (!isSkippedVertex) { bool isOutOfMeshVertex = y == 0 || y == numVertsPerLine - 1 || x == 0 || x == numVertsPerLine - 1; bool isMeshEdgeVertex = (y == 1 || y == numVertsPerLine - 2 || x == 1 || x == numVertsPerLine - 2) && !isOutOfMeshVertex; bool isMainVertex = (x - 2) % skipIncrement == 0 && (y - 2) % skipIncrement == 0 && !isOutOfMeshVertex && !isMeshEdgeVertex; bool isEdgeConnectionVertex = (y == 2 || y == numVertsPerLine - 3 || x == 2 || x == numVertsPerLine - 3) && !isOutOfMeshVertex && !isMeshEdgeVertex && !isMainVertex; int vertexIndex = vertexIndicesMap [x, y]; Vector2 percent = new Vector2(x - 1, y - 1) / (numVertsPerLine - 3); Vector2 vertexPosition2D = topLeft + new Vector2(percent.x, -percent.y) * mapConfiguration.chunkWorldSize; float height = terrainFormattedHeightMapValues [x, y]; if (isEdgeConnectionVertex) { bool isVertical = x == 2 || x == numVertsPerLine - 3; int dstToMainVertexA = ((isVertical) ? y - 2 : x - 2) % skipIncrement; int dstToMainVertexB = skipIncrement - dstToMainVertexA; float dstPercentFromAToB = dstToMainVertexA / (float)skipIncrement; Coord coordA = new Coord((isVertical) ? x : x - dstToMainVertexA, (isVertical) ? y - dstToMainVertexA : y); Coord coordB = new Coord((isVertical) ? x : x + dstToMainVertexB, (isVertical) ? y + dstToMainVertexB : y); float heightMainVertexA = terrainFormattedHeightMapValues [coordA.x, coordA.y]; float heightMainVertexB = terrainFormattedHeightMapValues [coordB.x, coordB.y]; height = heightMainVertexA * (1 - dstPercentFromAToB) + heightMainVertexB * dstPercentFromAToB; EdgeConnectionVertexData edgeConnectionVertexData = new EdgeConnectionVertexData(vertexIndex, vertexIndicesMap [coordA.x, coordA.y], vertexIndicesMap [coordB.x, coordB.y], dstPercentFromAToB); meshData.DeclareEdgeConnectionVertex(edgeConnectionVertexData); } meshData.AddVertex(new Vector3(vertexPosition2D.x, height, vertexPosition2D.y), percent, vertexIndex); bool createTriangle = x < numVertsPerLine - 1 && y < numVertsPerLine - 1 && (!isEdgeConnectionVertex || (x != 2 && y != 2)); if (createTriangle) { int currentIncrement = (isMainVertex && x != numVertsPerLine - 3 && y != numVertsPerLine - 3) ? skipIncrement : 1; int a = vertexIndicesMap [x, y]; int b = vertexIndicesMap [x + currentIncrement, y]; int c = vertexIndicesMap [x, y + currentIncrement]; int d = vertexIndicesMap [x + currentIncrement, y + currentIncrement]; meshData.AddTriangle(a, d, c); meshData.AddTriangle(d, a, b); } } } } meshData.BakeNormals(); // Called now because this code runs in a separate thread, not in the main thread. So the Normals are calculated and stored in the mesh before being used by the main thread. return(meshData); }
public void DeclareEdgeConnectionVertex(EdgeConnectionVertexData edgeConnectionVertexData) { edgeConnectionVertices [edgeConnectionVertexIndex] = edgeConnectionVertexData; edgeConnectionVertexIndex++; }