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403 lines
15 KiB
403 lines
15 KiB
using System.Collections.Generic;
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using UnityEngine;
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using Mapbox.Unity.MeshGeneration.Data;
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using Mapbox.Unity.Map;
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using Mapbox.Map;
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using Mapbox.Utils;
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using UnityEngine.Rendering;
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namespace Mapbox.Unity.MeshGeneration.Factories.TerrainStrategies
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{
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public class LowPolyTerrainStrategy : TerrainStrategy, IElevationBasedTerrainStrategy
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{
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protected Dictionary<UnwrappedTileId, Mesh> _meshData;
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private Mesh _stitchTarget;
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private MeshData _currentTileMeshData;
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private MeshData _stitchTargetMeshData;
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private List<Vector3> _newVertexList;
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private List<Vector3> _newNormalList;
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private List<Vector2> _newUvList;
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private List<int> _newTriangleList;
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private Vector3 _newDir;
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private int _vertA, _vertB, _vertC;
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private int _counter;
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public override void Initialize(ElevationLayerProperties elOptions)
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{
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_elevationOptions = elOptions;
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_meshData = new Dictionary<UnwrappedTileId, Mesh>();
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_currentTileMeshData = new MeshData();
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_stitchTargetMeshData = new MeshData();
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var sampleCountSquare = _elevationOptions.modificationOptions.sampleCount * _elevationOptions.modificationOptions.sampleCount;
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_newVertexList = new List<Vector3>(sampleCountSquare);
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_newNormalList = new List<Vector3>(sampleCountSquare);
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_newUvList = new List<Vector2>(sampleCountSquare);
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_newTriangleList = new List<int>();
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}
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public override void UnregisterTile(UnityTile tile)
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{
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_meshData.Remove(tile.UnwrappedTileId);
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}
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public override void RegisterTile(UnityTile tile)
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{
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if (_elevationOptions.unityLayerOptions.addToLayer && tile.gameObject.layer != _elevationOptions.unityLayerOptions.layerId)
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{
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tile.gameObject.layer = _elevationOptions.unityLayerOptions.layerId;
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}
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if ((int)tile.ElevationType != (int)ElevationLayerType.LowPolygonTerrain ||
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tile.MeshFilter.sharedMesh.vertexCount != RequiredVertexCount)
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{
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tile.MeshFilter.sharedMesh.Clear();
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CreateBaseMesh(tile);
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tile.ElevationType = TileTerrainType.LowPoly;
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}
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GenerateTerrainMesh(tile);
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}
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private void CreateBaseMesh(UnityTile tile)
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{
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//TODO use arrays instead of lists
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_newVertexList.Clear();
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_newNormalList.Clear();
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_newUvList.Clear();
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_newTriangleList.Clear();
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var cap = (_elevationOptions.modificationOptions.sampleCount - 1);
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for (float y = 0; y < cap; y++)
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{
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for (float x = 0; x < cap; x++)
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{
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var x1 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, x / cap) - tile.Rect.Center.x);
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var y1 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, y / cap) - tile.Rect.Center.y);
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var x2 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.x, tile.Rect.Max.x, (x + 1) / cap) - tile.Rect.Center.x);
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var y2 = tile.TileScale * (float)(Mathd.Lerp(tile.Rect.Min.y, tile.Rect.Max.y, (y + 1) / cap) - tile.Rect.Center.y);
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var triStart = _newVertexList.Count;
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_newVertexList.Add(new Vector3(x1, 0, y1));
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_newVertexList.Add(new Vector3(x2, 0, y1));
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_newVertexList.Add(new Vector3(x1, 0, y2));
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//--
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_newVertexList.Add(new Vector3(x2, 0, y1));
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_newVertexList.Add(new Vector3(x2, 0, y2));
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_newVertexList.Add(new Vector3(x1, 0, y2));
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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//--
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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_newNormalList.Add(Mapbox.Unity.Constants.Math.Vector3Up);
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_newUvList.Add(new Vector2(x / cap, 1 - y / cap));
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_newUvList.Add(new Vector2((x + 1) / cap, 1 - y / cap));
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_newUvList.Add(new Vector2(x / cap, 1 - (y + 1) / cap));
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//--
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_newUvList.Add(new Vector2((x + 1) / cap, 1 - y / cap));
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_newUvList.Add(new Vector2((x + 1) / cap, 1 - (y + 1) / cap));
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_newUvList.Add(new Vector2(x / cap, 1 - (y + 1) / cap));
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_newTriangleList.Add(triStart);
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_newTriangleList.Add(triStart + 1);
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_newTriangleList.Add(triStart + 2);
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//--
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_newTriangleList.Add(triStart + 3);
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_newTriangleList.Add(triStart + 4);
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_newTriangleList.Add(triStart + 5);
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}
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}
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var mesh = tile.MeshFilter.sharedMesh;
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mesh.indexFormat = IndexFormat.UInt32;
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mesh.SetVertices(_newVertexList);
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mesh.SetNormals(_newNormalList);
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mesh.SetUVs(0, _newUvList);
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mesh.SetTriangles(_newTriangleList, 0);
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mesh.RecalculateBounds();
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}
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/// <summary>
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/// Creates the non-flat terrain mesh, using a grid by defined resolution (_sampleCount). Vertex order goes right & up. Normals are calculated manually and UV map is fitted/stretched 1-1.
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/// Any additional scripts or logic, like MeshCollider or setting layer, can be done here.
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/// </summary>
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/// <param name="tile"></param>
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// <param name="heightMultiplier">Multiplier for queried height value</param>
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private void GenerateTerrainMesh(UnityTile tile)
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{
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tile.MeshFilter.sharedMesh.GetVertices(_currentTileMeshData.Vertices);
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tile.MeshFilter.sharedMesh.GetNormals(_currentTileMeshData.Normals);
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var cap = (_elevationOptions.modificationOptions.sampleCount - 1);
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for (float y = 0; y < cap; y++)
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{
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for (float x = 0; x < cap; x++)
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{
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6].x,
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tile.QueryHeightData(x / cap, 1 - y / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6].z);
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1].x,
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tile.QueryHeightData((x + 1) / cap, 1 - y / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1].z);
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2].x,
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tile.QueryHeightData(x / cap, 1 - (y + 1) / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2].z);
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//--
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3].x,
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tile.QueryHeightData((x + 1) / cap, 1 - y / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3].z);
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4].x,
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tile.QueryHeightData((x + 1) / cap, 1 - (y + 1) / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4].z);
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5] = new Vector3(
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5].x,
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tile.QueryHeightData(x / cap, 1 - (y + 1) / cap),
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_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5].z);
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_newDir = Vector3.Cross(_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 1] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6], _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 2] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6]);
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 0] = _newDir;
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 1] = _newDir;
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 2] = _newDir;
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//--
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_newDir = Vector3.Cross(_currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 4] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3], _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 5] - _currentTileMeshData.Vertices[(int)(y * cap + x) * 6 + 3]);
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 3] = _newDir;
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 4] = _newDir;
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_currentTileMeshData.Normals[(int)(y * cap + x) * 6 + 5] = _newDir;
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}
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}
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FixStitches(tile.UnwrappedTileId, _currentTileMeshData);
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tile.MeshFilter.sharedMesh.SetVertices(_currentTileMeshData.Vertices);
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tile.MeshFilter.sharedMesh.SetNormals(_currentTileMeshData.Normals);
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tile.MeshFilter.sharedMesh.RecalculateBounds();
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if (!_meshData.ContainsKey(tile.UnwrappedTileId))
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{
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_meshData.Add(tile.UnwrappedTileId, tile.MeshFilter.sharedMesh);
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}
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if (_elevationOptions.colliderOptions.addCollider)
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{
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var meshCollider = tile.Collider as MeshCollider;
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if (meshCollider)
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{
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meshCollider.sharedMesh = tile.MeshFilter.sharedMesh;
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}
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}
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}
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private void ResetToFlatMesh(UnityTile tile)
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{
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tile.MeshFilter.sharedMesh.GetVertices(_currentTileMeshData.Vertices);
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tile.MeshFilter.sharedMesh.GetNormals(_currentTileMeshData.Normals);
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_counter = _currentTileMeshData.Vertices.Count;
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for (int i = 0; i < _counter; i++)
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{
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_currentTileMeshData.Vertices[i] = new Vector3(
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_currentTileMeshData.Vertices[i].x,
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0,
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_currentTileMeshData.Vertices[i].z);
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_currentTileMeshData.Normals[i] = Mapbox.Unity.Constants.Math.Vector3Up;
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}
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tile.MeshFilter.sharedMesh.SetVertices(_currentTileMeshData.Vertices);
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tile.MeshFilter.sharedMesh.SetNormals(_currentTileMeshData.Normals);
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}
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/// <summary>
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/// Checkes all neighbours of the given tile and stitches the edges to achieve a smooth mesh surface.
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/// </summary>
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/// <param name="tileId"></param>
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/// <param name="mesh"></param>
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private void FixStitches(UnwrappedTileId tileId, MeshData mesh)
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{
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var meshVertCount = mesh.Vertices.Count;
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.North, out _stitchTarget);
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var cap = _elevationOptions.modificationOptions.sampleCount - 1;
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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for (int i = 0; i < cap; i++)
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{
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mesh.Vertices[6 * i] = new Vector3(
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mesh.Vertices[6 * i].x,
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_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 2].y,
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mesh.Vertices[6 * i].z);
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mesh.Vertices[6 * i + 1] = new Vector3(
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mesh.Vertices[6 * i + 1].x,
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_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 4].y,
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mesh.Vertices[6 * i + 1].z);
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mesh.Vertices[6 * i + 3] = new Vector3(
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mesh.Vertices[6 * i + 3].x,
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_stitchTargetMeshData.Vertices[6 * cap * (cap - 1) + 6 * i + 4].y,
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mesh.Vertices[6 * i + 3].z);
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}
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.South, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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for (int i = 0; i < cap; i++)
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{
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2] = new Vector3(
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2].x,
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_stitchTargetMeshData.Vertices[6 * i].y,
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 2].z);
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5] = new Vector3(
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5].x,
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_stitchTargetMeshData.Vertices[6 * i].y,
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 5].z);
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4] = new Vector3(
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4].x,
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_stitchTargetMeshData.Vertices[6 * i + 3].y,
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mesh.Vertices[6 * cap * (cap - 1) + 6 * i + 4].z);
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}
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.West, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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for (int i = 0; i < cap; i++)
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{
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mesh.Vertices[6 * cap * i] = new Vector3(
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mesh.Vertices[6 * cap * i].x,
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_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 5].y,
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mesh.Vertices[6 * cap * i].z);
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mesh.Vertices[6 * cap * i + 2] = new Vector3(
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mesh.Vertices[6 * cap * i + 2].x,
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_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 2].y,
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mesh.Vertices[6 * cap * i + 2].z);
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mesh.Vertices[6 * cap * i + 5] = new Vector3(
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mesh.Vertices[6 * cap * i + 5].x,
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_stitchTargetMeshData.Vertices[6 * cap * i + 6 * cap - 2].y,
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mesh.Vertices[6 * cap * i + 5].z);
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}
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.East, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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for (int i = 0; i < cap; i++)
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{
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mesh.Vertices[6 * cap * i + 6 * cap - 5] = new Vector3(
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mesh.Vertices[6 * cap * i + 6 * cap - 5].x,
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_stitchTargetMeshData.Vertices[6 * cap * i].y,
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mesh.Vertices[6 * cap * i + 6 * cap - 5].z);
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mesh.Vertices[6 * cap * i + 6 * cap - 3] = new Vector3(
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mesh.Vertices[6 * cap * i + 6 * cap - 3].x,
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_stitchTargetMeshData.Vertices[6 * cap * i].y,
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mesh.Vertices[6 * cap * i + 6 * cap - 3].z);
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mesh.Vertices[6 * cap * i + 6 * cap - 2] = new Vector3(
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mesh.Vertices[6 * cap * i + 6 * cap - 2].x,
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_stitchTargetMeshData.Vertices[6 * cap * i + 5].y,
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mesh.Vertices[6 * cap * i + 6 * cap - 2].z);
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}
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.NorthWest, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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mesh.Vertices[0] = new Vector3(
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mesh.Vertices[0].x,
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_stitchTargetMeshData.Vertices[meshVertCount - 2].y,
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mesh.Vertices[0].z);
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.NorthEast, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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mesh.Vertices[6 * cap - 5] = new Vector3(
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mesh.Vertices[6 * cap - 5].x,
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_stitchTargetMeshData.Vertices[6 * (cap - 1) * cap + 2].y,
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mesh.Vertices[6 * cap - 5].z);
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mesh.Vertices[6 * cap - 3] = new Vector3(
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mesh.Vertices[6 * cap - 3].x,
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_stitchTargetMeshData.Vertices[6 * (cap - 1) * cap + 2].y,
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mesh.Vertices[6 * cap - 3].z);
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.SouthWest, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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mesh.Vertices[6 * (cap - 1) * cap + 2] = new Vector3(
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mesh.Vertices[6 * (cap - 1) * cap + 2].x,
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_stitchTargetMeshData.Vertices[6 * cap - 5].y,
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mesh.Vertices[6 * (cap - 1) * cap + 2].z);
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mesh.Vertices[6 * (cap - 1) * cap + 5] = new Vector3(
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mesh.Vertices[6 * (cap - 1) * cap + 5].x,
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_stitchTargetMeshData.Vertices[6 * cap - 5].y,
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mesh.Vertices[6 * (cap - 1) * cap + 5].z);
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}
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_stitchTarget = null;
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_meshData.TryGetValue(tileId.SouthEast, out _stitchTarget);
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if (_stitchTarget != null)
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{
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_stitchTarget.GetVertices(_stitchTargetMeshData.Vertices);
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_stitchTarget.GetNormals(_stitchTargetMeshData.Normals);
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mesh.Vertices[6 * cap * cap - 2] = new Vector3(
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mesh.Vertices[6 * cap * cap - 2].x,
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_stitchTargetMeshData.Vertices[0].y,
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mesh.Vertices[6 * cap * cap - 2].z);
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}
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}
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}
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}
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