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MeshGenerator.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MeshGenerator : MonoBehaviour
{
public SquareGrid squareGrid;
public MeshFilter walls;
public MeshFilter cave;
public bool is2D;
List<Vector3> vertices;
List<int> triangles;
Dictionary<int, List<Triangle>> triangleDictionary = new Dictionary<int, List<Triangle>>();
List<List<int>> outlines = new List<List<int>>();
HashSet<int> checkedVertices = new HashSet<int>();
public void GenerateMesh(int[,] map, float squareSize)
{
triangleDictionary.Clear();
outlines.Clear();
checkedVertices.Clear();
squareGrid = new SquareGrid(map, squareSize);
vertices = new List<Vector3>();
triangles = new List<int>();
for (int x = 0; x < squareGrid.squares.GetLength(0); x++)
{
for (int y = 0; y < squareGrid.squares.GetLength(1); y++)
{
TriangulateSquare(squareGrid.squares[x, y]);
}
}
Mesh mesh = new Mesh();
cave.mesh = mesh;
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
int tileAmount = 10;
Vector2[] uvs = new Vector2[vertices.Count];
for (int i = 0; i < vertices.Count; i++)
{
float percentX = Mathf.InverseLerp(-map.GetLength(0) / 2 * squareSize, map.GetLength(0) / 2 * squareSize, vertices[i].x) * tileAmount;
float percentY = Mathf.InverseLerp(-map.GetLength(0) / 2 * squareSize, map.GetLength(0) / 2 * squareSize, vertices[i].z) * tileAmount;
uvs[i] = new Vector2(percentX, percentY);
}
mesh.uv = uvs;
if (is2D)
{
Generate2DColliders();
}
else
{
CreateWallMesh();
}
}
void CreateWallMesh()
{
CalculateMeshOutlines();
List<Vector3> wallVertices = new List<Vector3>();
List<int> wallTriangles = new List<int>();
Mesh wallMesh = new Mesh();
float wallHeight = 5;
foreach (List<int> outline in outlines)
{
for (int i = 0; i < outline.Count - 1; i++)
{
int startIndex = wallVertices.Count;
wallVertices.Add(vertices[outline[i]]); // left
wallVertices.Add(vertices[outline[i + 1]]); // right
wallVertices.Add(vertices[outline[i]] - Vector3.up * wallHeight * 5); // bottom left
wallVertices.Add(vertices[outline[i + 1]] - Vector3.up * wallHeight * 5); // bottom right
wallTriangles.Add(startIndex + 0);
wallTriangles.Add(startIndex + 2);
wallTriangles.Add(startIndex + 3);
wallTriangles.Add(startIndex + 3);
wallTriangles.Add(startIndex + 1);
wallTriangles.Add(startIndex + 0);
}
}
wallMesh.vertices = wallVertices.ToArray();
wallMesh.triangles = wallTriangles.ToArray();
walls.mesh = wallMesh;
MeshCollider wallCollider = walls.gameObject.AddComponent<MeshCollider>();
wallCollider.sharedMesh = wallMesh;
}
void Generate2DColliders()
{
EdgeCollider2D[] currentColliders = gameObject.GetComponents<EdgeCollider2D>();
for (int i = 0; i < currentColliders.Length; i++)
{
Destroy(currentColliders[i]);
}
CalculateMeshOutlines();
foreach (List<int> outline in outlines)
{
EdgeCollider2D edgeCollider = gameObject.AddComponent<EdgeCollider2D>();
Vector2[] edgePoints = new Vector2[outline.Count];
for (int i = 0; i < outline.Count; i++)
{
edgePoints[i] = new Vector2(vertices[outline[i]].x, vertices[outline[i]].z);
}
edgeCollider.points = edgePoints;
}
}
void TriangulateSquare(Square square)
{
switch (square.configuration)
{
case 0:
break;
// 1 points:
case 1:
MeshFromPoints(square.centreLeft, square.centreBottom, square.bottomLeft);
break;
case 2:
MeshFromPoints(square.bottomRight, square.centreBottom, square.centreRight);
break;
case 4:
MeshFromPoints(square.topRight, square.centreRight, square.centreTop);
break;
case 8:
MeshFromPoints(square.topLeft, square.centreTop, square.centreLeft);
break;
// 2 points:
case 3:
MeshFromPoints(square.centreRight, square.bottomRight, square.bottomLeft, square.centreLeft);
break;
case 6:
MeshFromPoints(square.centreTop, square.topRight, square.bottomRight, square.centreBottom);
break;
case 9:
MeshFromPoints(square.topLeft, square.centreTop, square.centreBottom, square.bottomLeft);
break;
case 12:
MeshFromPoints(square.topLeft, square.topRight, square.centreRight, square.centreLeft);
break;
case 5:
MeshFromPoints(square.centreTop, square.topRight, square.centreRight, square.centreBottom, square.bottomLeft, square.centreLeft);
break;
case 10:
MeshFromPoints(square.topLeft, square.centreTop, square.centreRight, square.bottomRight, square.centreBottom, square.centreLeft);
break;
// 3 point:
case 7:
MeshFromPoints(square.centreTop, square.topRight, square.bottomRight, square.bottomLeft, square.centreLeft);
break;
case 11:
MeshFromPoints(square.topLeft, square.centreTop, square.centreRight, square.bottomRight, square.bottomLeft);
break;
case 13:
MeshFromPoints(square.topLeft, square.topRight, square.centreRight, square.centreBottom, square.bottomLeft);
break;
case 14:
MeshFromPoints(square.topLeft, square.topRight, square.bottomRight, square.centreBottom, square.centreLeft);
break;
// 4 point:
case 15:
MeshFromPoints(square.topLeft, square.topRight, square.bottomRight, square.bottomLeft);
checkedVertices.Add(square.topLeft.vertexIndex);
checkedVertices.Add(square.topRight.vertexIndex);
checkedVertices.Add(square.bottomRight.vertexIndex);
checkedVertices.Add(square.bottomLeft.vertexIndex);
break;
}
}
void MeshFromPoints(params Node[] points)
{
AssignVertices(points);
if (points.Length >= 3)
{
CreateTriangle(points[0], points[1], points[2]);
}
if (points.Length >= 4)
{
CreateTriangle(points[0], points[2], points[3]);
}
if (points.Length >= 5)
{
CreateTriangle(points[0], points[3], points[4]);
}
if (points.Length >= 6)
{
CreateTriangle(points[0], points[4], points[5]);
}
}
void AssignVertices(Node[] points)
{
for (int i = 0; i < points.Length; i++)
{
if (points[i].vertexIndex == -1)
{
points[i].vertexIndex = vertices.Count;
vertices.Add(points[i].position);
}
}
}
void CreateTriangle(Node a, Node b, Node c)
{
triangles.Add(a.vertexIndex);
triangles.Add(b.vertexIndex);
triangles.Add(c.vertexIndex);
Triangle triangle = new Triangle(a.vertexIndex, b.vertexIndex, c.vertexIndex);
AddTriangleToDictionary(triangle.vertexIndexA, triangle);
AddTriangleToDictionary(triangle.vertexIndexB, triangle);
AddTriangleToDictionary(triangle.vertexIndexC, triangle);
}
void AddTriangleToDictionary(int vertexIndexKey, Triangle triangle)
{
if (triangleDictionary.ContainsKey(vertexIndexKey))
{
triangleDictionary[vertexIndexKey].Add(triangle);
}
else
{
List<Triangle> triangleList = new List<Triangle>();
triangleList.Add(triangle);
triangleDictionary.Add(vertexIndexKey, triangleList);
}
}
void CalculateMeshOutlines()
{
for (int vertexIndex = 0; vertexIndex < vertices.Count; vertexIndex++)
{
if (!checkedVertices.Contains(vertexIndex))
{
int newOutlineVertex = GetConnectedOutlineVertex(vertexIndex);
if (newOutlineVertex != -1)
{
checkedVertices.Add(vertexIndex);
List<int> newOutline = new List<int>();
newOutline.Add(vertexIndex);
outlines.Add(newOutline);
FollowOutline(newOutlineVertex, outlines.Count - 1);
outlines[outlines.Count - 1].Add(vertexIndex);
}
}
}
}
void FollowOutline(int vertexIndex, int outlineIndex)
{
outlines[outlineIndex].Add(vertexIndex);
checkedVertices.Add(vertexIndex);
int nextVertexIndex = GetConnectedOutlineVertex(vertexIndex);
if (nextVertexIndex != -1)
{
FollowOutline(nextVertexIndex, outlineIndex);
}
}
int GetConnectedOutlineVertex(int vertexIndex)
{
List<Triangle> trianglesContainingVertex = triangleDictionary[vertexIndex];
for (int i = 0; i < trianglesContainingVertex.Count; i++)
{
Triangle triangle = trianglesContainingVertex[i];
for (int j = 0; j < 3; j++)
{
int vertexB = triangle[j];
if (vertexB != vertexIndex && !checkedVertices.Contains(vertexB))
{
if (IsOutlineEdge(vertexIndex, vertexB))
{
return vertexB;
}
}
}
}
return -1;
}
bool IsOutlineEdge(int vertexA, int vertexB)
{
List<Triangle> trianglesContainingVertexA = triangleDictionary[vertexA];
int sharedTriangleCount = 0;
for (int i = 0; i < trianglesContainingVertexA.Count; i++)
{
if (trianglesContainingVertexA[i].Contains(vertexB))
{
sharedTriangleCount++;
if (sharedTriangleCount > 1)
{
break;
}
}
}
return sharedTriangleCount == 1;
}
struct Triangle
{
public int vertexIndexA;
public int vertexIndexB;
public int vertexIndexC;
int[] vertices;
public Triangle(int a, int b, int c)
{
vertexIndexA = a;
vertexIndexB = b;
vertexIndexC = c;
vertices = new int[3];
vertices[0] = a;
vertices[1] = b;
vertices[2] = c;
}
public int this[int i]
{
get
{
return vertices[i];
}
}
public bool Contains(int vertexIndex)
{
return vertexIndex == vertexIndexA || vertexIndex == vertexIndexB || vertexIndex == vertexIndexC;
}
}
public class SquareGrid
{
public Square[,] squares;
public SquareGrid(int[,] map, float squareSize)
{
int nodeCountX = map.GetLength(0);
int nodeCountY = map.GetLength(1);
float mapWidth = nodeCountX * squareSize;
float mapHeight = nodeCountY * squareSize;
ControlNode[,] controlNodes = new ControlNode[nodeCountX, nodeCountY];
for (int x = 0; x < nodeCountX; x++)
{
for (int y = 0; y < nodeCountY; y++)
{
Vector3 pos = new Vector3(-mapWidth / 2 + x * squareSize + squareSize / 2, 0, -mapHeight / 2 + y * squareSize + squareSize / 2);
controlNodes[x, y] = new ControlNode(pos, map[x, y] == 1, squareSize);
}
}
squares = new Square[nodeCountX - 1, nodeCountY - 1];
for (int x = 0; x < nodeCountX - 1; x++)
{
for (int y = 0; y < nodeCountY - 1; y++)
{
squares[x, y] = new Square(controlNodes[x, y + 1], controlNodes[x + 1, y + 1], controlNodes[x + 1, y], controlNodes[x, y]);
}
}
}
}
public class Square
{
public ControlNode topLeft, topRight, bottomRight, bottomLeft;
public Node centreTop, centreRight, centreBottom, centreLeft;
public int configuration;
public Square(ControlNode _topLeft, ControlNode _topRight, ControlNode _bottomRight, ControlNode _bottomLeft)
{
topLeft = _topLeft;
topRight = _topRight;
bottomRight = _bottomRight;
bottomLeft = _bottomLeft;
centreTop = topLeft.right;
centreRight = bottomRight.above;
centreBottom = bottomLeft.right;
centreLeft = bottomLeft.above;
if (topLeft.active)
{
configuration += 8;
}
if (topRight.active)
{
configuration += 4;
}
if (bottomRight.active)
{
configuration += 2;
}
if (bottomLeft.active)
{
configuration += 1;
}
}
}
public class Node
{
public Vector3 position;
public int vertexIndex = -1;
public Node(Vector3 _pos)
{
position = _pos;
}
}
public class ControlNode : Node
{
public bool active;
public Node above, right;
public ControlNode(Vector3 _pos, bool _active, float squareSize) : base(_pos)
{
active = _active;
above = new Node(position + Vector3.forward * squareSize / 2f);
right = new Node(position + Vector3.right * squareSize / 2f);
}
}
}