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- using UnityEngine;
- using System.Collections;
- public static class MeshGenerator
- {
- public static MeshData GenerateTerrainMesh(float[,] heightMap, float heightMultiplier, AnimationCurve _heightCurve, int levelOfDetail)
- {
- AnimationCurve heightCurve = new AnimationCurve(_heightCurve.keys);
- int meshSimplificationIncrement = (levelOfDetail == 0) ? 1 : levelOfDetail * 2;
- int borderedSize = heightMap.GetLength(0);
- int meshSize = borderedSize - 2 * meshSimplificationIncrement;
- int meshSizeUnsimplified = borderedSize - 2;
- float topLeftX = (meshSizeUnsimplified - 1) / -2f;
- float topLeftZ = (meshSizeUnsimplified - 1) / 2f;
- int verticesPerLine = (meshSize - 1) / meshSimplificationIncrement + 1;
- MeshData meshData = new MeshData(verticesPerLine);
- int[,] vertexIndicesMap = new int[borderedSize, borderedSize];
- int meshVertexIndex = 0;
- int borderVertexIndex = -1;
- for (int y = 0; y < borderedSize; y += meshSimplificationIncrement)
- {
- for (int x = 0; x < borderedSize; x += meshSimplificationIncrement)
- {
- bool isBorderVertex = y == 0 || y == borderedSize - 1 || x == 0 || x == borderedSize - 1;
- if (isBorderVertex)
- {
- vertexIndicesMap[x, y] = borderVertexIndex;
- borderVertexIndex--;
- }
- else
- {
- vertexIndicesMap[x, y] = meshVertexIndex;
- meshVertexIndex++;
- }
- }
- }
- for (int y = 0; y < borderedSize; y += meshSimplificationIncrement)
- {
- for (int x = 0; x < borderedSize; x += meshSimplificationIncrement)
- {
- int vertexIndex = vertexIndicesMap[x, y];
- Vector2 percent = new Vector2((x - meshSimplificationIncrement) / (float)meshSize, (y - meshSimplificationIncrement) / (float)meshSize);
- float height = heightCurve.Evaluate(heightMap[x, y]) * heightMultiplier;
- Vector3 vertexPosition = new Vector3(topLeftX + percent.x * meshSizeUnsimplified, height, topLeftZ - percent.y * meshSizeUnsimplified);
- meshData.AddVertex(vertexPosition, percent, vertexIndex);
- if (x < borderedSize - 1 && y < borderedSize - 1)
- {
- int a = vertexIndicesMap[x, y];
- int b = vertexIndicesMap[x + meshSimplificationIncrement, y];
- int c = vertexIndicesMap[x, y + meshSimplificationIncrement];
- int d = vertexIndicesMap[x + meshSimplificationIncrement, y + meshSimplificationIncrement];
- meshData.AddTriangle(a, d, c);
- meshData.AddTriangle(d, a, b);
- }
- vertexIndex++;
- }
- }
- meshData.BakeNormals();
- return meshData;
- }
- }
- public class MeshData
- {
- Vector3[] vertices;
- int[] triangles;
- Vector2[] uvs;
- Vector3[] bakedNormals;
- Vector3[] borderVertices;
- int[] borderTriangles;
- int triangleIndex;
- int borderTriangleIndex;
- public MeshData(int verticesPerLine)
- {
- vertices = new Vector3[verticesPerLine * verticesPerLine];
- uvs = new Vector2[verticesPerLine * verticesPerLine];
- triangles = new int[(verticesPerLine - 1) * (verticesPerLine - 1) * 6];
- borderVertices = new Vector3[verticesPerLine * 4 + 4];
- borderTriangles = new int[24 * verticesPerLine];
- }
- public void AddVertex(Vector3 vertexPosition, Vector2 uv, int vertexIndex)
- {
- if (vertexIndex < 0)
- {
- borderVertices[-vertexIndex - 1] = vertexPosition;
- }
- else
- {
- vertices[vertexIndex] = vertexPosition;
- uvs[vertexIndex] = uv;
- }
- }
- public void AddTriangle(int a, int b, int c)
- {
- if (a < 0 || b < 0 || c < 0)
- {
- borderTriangles[borderTriangleIndex] = a;
- borderTriangles[borderTriangleIndex + 1] = b;
- borderTriangles[borderTriangleIndex + 2] = c;
- borderTriangleIndex += 3;
- }
- else
- {
- triangles[triangleIndex] = a;
- triangles[triangleIndex + 1] = b;
- triangles[triangleIndex + 2] = c;
- triangleIndex += 3;
- }
- }
- Vector3[] CalculateNormals()
- {
- Vector3[] vertexNormals = new Vector3[vertices.Length];
- int triangleCount = triangles.Length / 3;
- for (int i = 0; i < triangleCount; i++)
- {
- int normalTriangleIndex = i * 3;
- int vertexIndexA = triangles[normalTriangleIndex];
- int vertexIndexB = triangles[normalTriangleIndex + 1];
- int vertexIndexC = triangles[normalTriangleIndex + 2];
- Vector3 triangleNormal = SurfaceNormalFromIndices(vertexIndexA, vertexIndexB, vertexIndexC);
- vertexNormals[vertexIndexA] += triangleNormal;
- vertexNormals[vertexIndexB] += triangleNormal;
- vertexNormals[vertexIndexC] += triangleNormal;
- }
- int borderTriangleCount = borderTriangles.Length / 3;
- for (int i = 0; i < borderTriangleCount; i++)
- {
- int normalTriangleIndex = i * 3;
- int vertexIndexA = borderTriangles[normalTriangleIndex];
- int vertexIndexB = borderTriangles[normalTriangleIndex + 1];
- int vertexIndexC = borderTriangles[normalTriangleIndex + 2];
- Vector3 triangleNormal = SurfaceNormalFromIndices(vertexIndexA, vertexIndexB, vertexIndexC);
- if (vertexIndexA >= 0)
- {
- vertexNormals[vertexIndexA] += triangleNormal;
- }
- if (vertexIndexB >= 0)
- {
- vertexNormals[vertexIndexB] += triangleNormal;
- }
- if (vertexIndexC >= 0)
- {
- vertexNormals[vertexIndexC] += triangleNormal;
- }
- }
- for (int i = 0; i < vertexNormals.Length; i++)
- {
- vertexNormals[i].Normalize();
- }
- return vertexNormals;
- }
- Vector3 SurfaceNormalFromIndices(int indexA, int indexB, int indexC)
- {
- Vector3 pointA = (indexA < 0) ? borderVertices[-indexA - 1] : vertices[indexA];
- Vector3 pointB = (indexB < 0) ? borderVertices[-indexB - 1] : vertices[indexB];
- Vector3 pointC = (indexC < 0) ? borderVertices[-indexC - 1] : vertices[indexC];
- Vector3 sideAB = pointB - pointA;
- Vector3 sideAC = pointC - pointA;
- return Vector3.Cross(sideAB, sideAC).normalized;
- }
- public void BakeNormals()
- {
- bakedNormals = CalculateNormals();
- }
- public Mesh CreateMesh()
- {
- Mesh mesh = new Mesh();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- mesh.uv = uvs;
- mesh.normals = bakedNormals;
- return mesh;
- }
- }
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