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MeshGenerator.cs 6.9 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. public static class MeshGenerator
  4. {
  5. public static MeshData GenerateTerrainMesh(float[,] heightMap, float heightMultiplier, AnimationCurve _heightCurve, int levelOfDetail)
  6. {
  7. AnimationCurve heightCurve = new AnimationCurve(_heightCurve.keys);
  8. int meshSimplificationIncrement = (levelOfDetail == 0) ? 1 : levelOfDetail * 2;
  9. int borderedSize = heightMap.GetLength(0);
  10. int meshSize = borderedSize - 2 * meshSimplificationIncrement;
  11. int meshSizeUnsimplified = borderedSize - 2;
  12. float topLeftX = (meshSizeUnsimplified - 1) / -2f;
  13. float topLeftZ = (meshSizeUnsimplified - 1) / 2f;
  14. int verticesPerLine = (meshSize - 1) / meshSimplificationIncrement + 1;
  15. MeshData meshData = new MeshData(verticesPerLine);
  16. int[,] vertexIndicesMap = new int[borderedSize, borderedSize];
  17. int meshVertexIndex = 0;
  18. int borderVertexIndex = -1;
  19. for (int y = 0; y < borderedSize; y += meshSimplificationIncrement)
  20. {
  21. for (int x = 0; x < borderedSize; x += meshSimplificationIncrement)
  22. {
  23. bool isBorderVertex = y == 0 || y == borderedSize - 1 || x == 0 || x == borderedSize - 1;
  24. if (isBorderVertex)
  25. {
  26. vertexIndicesMap[x, y] = borderVertexIndex;
  27. borderVertexIndex--;
  28. }
  29. else
  30. {
  31. vertexIndicesMap[x, y] = meshVertexIndex;
  32. meshVertexIndex++;
  33. }
  34. }
  35. }
  36. for (int y = 0; y < borderedSize; y += meshSimplificationIncrement)
  37. {
  38. for (int x = 0; x < borderedSize; x += meshSimplificationIncrement)
  39. {
  40. int vertexIndex = vertexIndicesMap[x, y];
  41. Vector2 percent = new Vector2((x - meshSimplificationIncrement) / (float)meshSize, (y - meshSimplificationIncrement) / (float)meshSize);
  42. float height = heightCurve.Evaluate(heightMap[x, y]) * heightMultiplier;
  43. Vector3 vertexPosition = new Vector3(topLeftX + percent.x * meshSizeUnsimplified, height, topLeftZ - percent.y * meshSizeUnsimplified);
  44. meshData.AddVertex(vertexPosition, percent, vertexIndex);
  45. if (x < borderedSize - 1 && y < borderedSize - 1)
  46. {
  47. int a = vertexIndicesMap[x, y];
  48. int b = vertexIndicesMap[x + meshSimplificationIncrement, y];
  49. int c = vertexIndicesMap[x, y + meshSimplificationIncrement];
  50. int d = vertexIndicesMap[x + meshSimplificationIncrement, y + meshSimplificationIncrement];
  51. meshData.AddTriangle(a, d, c);
  52. meshData.AddTriangle(d, a, b);
  53. }
  54. vertexIndex++;
  55. }
  56. }
  57. meshData.BakeNormals();
  58. return meshData;
  59. }
  60. }
  61. public class MeshData
  62. {
  63. Vector3[] vertices;
  64. int[] triangles;
  65. Vector2[] uvs;
  66. Vector3[] bakedNormals;
  67. Vector3[] borderVertices;
  68. int[] borderTriangles;
  69. int triangleIndex;
  70. int borderTriangleIndex;
  71. public MeshData(int verticesPerLine)
  72. {
  73. vertices = new Vector3[verticesPerLine * verticesPerLine];
  74. uvs = new Vector2[verticesPerLine * verticesPerLine];
  75. triangles = new int[(verticesPerLine - 1) * (verticesPerLine - 1) * 6];
  76. borderVertices = new Vector3[verticesPerLine * 4 + 4];
  77. borderTriangles = new int[24 * verticesPerLine];
  78. }
  79. public void AddVertex(Vector3 vertexPosition, Vector2 uv, int vertexIndex)
  80. {
  81. if (vertexIndex < 0)
  82. {
  83. borderVertices[-vertexIndex - 1] = vertexPosition;
  84. }
  85. else
  86. {
  87. vertices[vertexIndex] = vertexPosition;
  88. uvs[vertexIndex] = uv;
  89. }
  90. }
  91. public void AddTriangle(int a, int b, int c)
  92. {
  93. if (a < 0 || b < 0 || c < 0)
  94. {
  95. borderTriangles[borderTriangleIndex] = a;
  96. borderTriangles[borderTriangleIndex + 1] = b;
  97. borderTriangles[borderTriangleIndex + 2] = c;
  98. borderTriangleIndex += 3;
  99. }
  100. else
  101. {
  102. triangles[triangleIndex] = a;
  103. triangles[triangleIndex + 1] = b;
  104. triangles[triangleIndex + 2] = c;
  105. triangleIndex += 3;
  106. }
  107. }
  108. Vector3[] CalculateNormals()
  109. {
  110. Vector3[] vertexNormals = new Vector3[vertices.Length];
  111. int triangleCount = triangles.Length / 3;
  112. for (int i = 0; i < triangleCount; i++)
  113. {
  114. int normalTriangleIndex = i * 3;
  115. int vertexIndexA = triangles[normalTriangleIndex];
  116. int vertexIndexB = triangles[normalTriangleIndex + 1];
  117. int vertexIndexC = triangles[normalTriangleIndex + 2];
  118. Vector3 triangleNormal = SurfaceNormalFromIndices(vertexIndexA, vertexIndexB, vertexIndexC);
  119. vertexNormals[vertexIndexA] += triangleNormal;
  120. vertexNormals[vertexIndexB] += triangleNormal;
  121. vertexNormals[vertexIndexC] += triangleNormal;
  122. }
  123. int borderTriangleCount = borderTriangles.Length / 3;
  124. for (int i = 0; i < borderTriangleCount; i++)
  125. {
  126. int normalTriangleIndex = i * 3;
  127. int vertexIndexA = borderTriangles[normalTriangleIndex];
  128. int vertexIndexB = borderTriangles[normalTriangleIndex + 1];
  129. int vertexIndexC = borderTriangles[normalTriangleIndex + 2];
  130. Vector3 triangleNormal = SurfaceNormalFromIndices(vertexIndexA, vertexIndexB, vertexIndexC);
  131. if (vertexIndexA >= 0)
  132. {
  133. vertexNormals[vertexIndexA] += triangleNormal;
  134. }
  135. if (vertexIndexB >= 0)
  136. {
  137. vertexNormals[vertexIndexB] += triangleNormal;
  138. }
  139. if (vertexIndexC >= 0)
  140. {
  141. vertexNormals[vertexIndexC] += triangleNormal;
  142. }
  143. }
  144. for (int i = 0; i < vertexNormals.Length; i++)
  145. {
  146. vertexNormals[i].Normalize();
  147. }
  148. return vertexNormals;
  149. }
  150. Vector3 SurfaceNormalFromIndices(int indexA, int indexB, int indexC)
  151. {
  152. Vector3 pointA = (indexA < 0) ? borderVertices[-indexA - 1] : vertices[indexA];
  153. Vector3 pointB = (indexB < 0) ? borderVertices[-indexB - 1] : vertices[indexB];
  154. Vector3 pointC = (indexC < 0) ? borderVertices[-indexC - 1] : vertices[indexC];
  155. Vector3 sideAB = pointB - pointA;
  156. Vector3 sideAC = pointC - pointA;
  157. return Vector3.Cross(sideAB, sideAC).normalized;
  158. }
  159. public void BakeNormals()
  160. {
  161. bakedNormals = CalculateNormals();
  162. }
  163. public Mesh CreateMesh()
  164. {
  165. Mesh mesh = new Mesh();
  166. mesh.vertices = vertices;
  167. mesh.triangles = triangles;
  168. mesh.uv = uvs;
  169. mesh.normals = bakedNormals;
  170. return mesh;
  171. }
  172. }