示例#1
0
    //[SerializeField]
    //Texture2D texture;

    private void Start()
    {
        _Mesh = _GameObject.GetComponent <MeshFilter>().sharedMesh;
        //texture = new Texture2D(256, 256);
        //Color[] colors = new Color[256 * 256];
        //texture.SetPixels(colors);

        int     maxLengthPow2 = Mathf.NextPowerOfTwo((int)Mathf.Max(_Mesh.bounds.size.x, Mathf.Max(_Mesh.bounds.size.y, _Mesh.bounds.size.z)));
        Vector3 boundsSize    = new Vector3(maxLengthPow2, maxLengthPow2, maxLengthPow2);
        Bounds  bounds        = new Bounds(Vector3.zero, boundsSize);

        //make sure the unit isn't float
        if (resolution > maxLengthPow2)
        {
            resolution = (int)maxLengthPow2;
        }

        //create voxelData
        VoxelSystem.GPUVoxelData data = VoxelSystem.GPUVoxelizer.Voxelize(
            voxelizer,  // ComputeShader (Voxelizer.compute)
            _Mesh,      // a target mesh
            bounds,     // custom bounds
            resolution, // # of voxels for largest AABB bounds
            false,      // flag to fill in volume or not; if set flag to false, sample a surface only
            true
            );

        VoxelSystem.Voxel_t[] voxels = data.GetData();

        //Make the voxeldata start from 0 instead of -extents
        for (int i = 0; i < voxels.Length; ++i)
        {
            voxels[i].position += bounds.extents;
        }

        //TODO: when constructing drawing the svo on a certain level, the positions are not corrent
        //This is because the position(morton) is the first child that has data right now, while it should be the leftbottomfromt position of the entire voxel
        //So change it so that you don't just have an ignore morton or 0's, but actually calculate the position of each voxel

        List <ulong> mortons;

        EncodeVoxels(voxels, (int)bounds.extents.x, out mortons);

        // need to release a voxel buffer
        data.Dispose();

        //put the data in a svo
        SVOConstructor svoc = GetComponent <SVOConstructor>();

        svoc.Construct(_GameObject.name, voxels.Length, (uint)bounds.extents.x, mortons.ToArray());
    }
示例#2
0
        public static Mesh Build(GPUVoxelData data, bool useUV = false)
        {
            var vertices  = new List <Vector3>();
            var uvs       = new List <Vector2>();
            var triangles = new List <int>();
            var normals   = new List <Vector3>();
            var centers   = new List <Vector4>();

            var unit = data.UnitLength;

            var up      = Vector3.up * unit;
            var hup     = up * 0.5f;
            var hbottom = -hup;

            var right  = Vector3.right * unit;
            var hright = right * 0.5f;

            var left  = -right;
            var hleft = left * 0.5f;

            var forward  = Vector3.forward * unit;
            var hforward = forward * 0.5f;
            var back     = -forward;
            var hback    = back * 0.5f;

            var voxels = data.GetData();

            for (int i = 0, n = voxels.Length; i < n; i++)
            {
                var v = voxels[i];
                if (v.flag)
                {
                    // back
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hback, right, up, Vector3.back
                        );

                    // right
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hright, forward, up, Vector3.right
                        );

                    // forward
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hforward, left, up, Vector3.forward
                        );

                    // left
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hleft, back, up, Vector3.left
                        );

                    // up
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hup, right, forward, Vector3.up
                        );

                    // down
                    CalculatePlane(
                        vertices, normals, centers, uvs, triangles,
                        v, useUV, hbottom, right, back, Vector3.down
                        );
                }
            }

            var mesh = new Mesh();

            mesh.indexFormat = IndexFormat.UInt32;
            mesh.vertices    = vertices.ToArray();
            mesh.uv          = uvs.ToArray();
            mesh.normals     = normals.ToArray();
            mesh.tangents    = centers.ToArray();
            mesh.SetTriangles(triangles.ToArray(), 0);
            mesh.RecalculateBounds();
            return(mesh);
        }
示例#3
0
 public static Mesh Build(GPUVoxelData data, bool useUV = false)
 {
     return(VoxelMesh.Build(data.GetData(), data.UnitLength, useUV));
 }