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VoxelRenderer.cs
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VoxelRenderer.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VoxelMap
{
private Voxel[,,] map;
public VoxelMap(Vector3Int size)
{
map = new Voxel[size.x, size.y, size.z];
}
public VoxelMap(int width, int height, int depth) : this(new Vector3Int(width, height, depth)) { }
public Vector3Int Size
{
get
{
return new Vector3Int(map.GetLength(0), map.GetLength(1), map.GetLength(2));
}
}
public Voxel this[int x, int y, int z]
{
get
{
return map[x, y, z];
}
set
{
map[x, y, z] = value;
}
}
public Voxel this[Vector3Int coord]
{
get
{
return this[coord.x, coord.y, coord.z];
}
set
{
this[coord.x, coord.y, coord.z] = value;
}
}
public bool IsSolid(int x, int y, int z)
{
return this[x, y, z] != null;
}
public bool IsSolid(Vector3Int coord)
{
return this[coord] != null;
}
public Voxel CreateVoxel(int x, int y, int z)
{
return CreateVoxel(new Vector3Int(x, y, z));
}
public Voxel CreateVoxel(Vector3Int coord)
{
this[coord] = new Voxel(this, coord);
return this[coord];
}
public void RemoveVoxel(int x, int y, int z)
{
this[x, y, z] = null;
}
public void RemoveVoxel(Vector3Int coord)
{
this[coord] = null;
}
public void CreateMesh(Mesh mesh, float voxelSize)
{
mesh.Clear();
List<Vector3> vertices = new List<Vector3>();
for (int y = 0; y <= Size.y; y++)
{
for (int z = 0; z <= Size.z; z++)
{
for (int x = 0; x <= Size.x; x++)
{
vertices.Add(new Vector3(x, y, z) * voxelSize);
}
}
}
List<int> triangles = new List<int>();
for (int x = 0; x < Size.x; x++)
{
for (int y = 0; y < Size.y; y++)
{
for (int z = 0; z < Size.z; z++)
{
Voxel vox = this[x, y, z];
if (vox == null)
{
continue;
}
if (!vox.VoxelTowards(Vector3.up.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x, y + 1, z), GetVertexNumber(x, y + 1, z + 1), GetVertexNumber(x + 1, y + 1, z) });
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y + 1, z), GetVertexNumber(x, y + 1, z + 1), GetVertexNumber(x + 1, y + 1, z + 1) });
}
if (!vox.VoxelTowards(Vector3.down.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x, y, z), GetVertexNumber(x + 1, y, z), GetVertexNumber(x, y, z + 1) });
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y, z), GetVertexNumber(x + 1, y, z + 1), GetVertexNumber(x, y, z + 1) });
}
if (!vox.VoxelTowards(Vector3.forward.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x, y, z + 1), GetVertexNumber(x + 1, y + 1, z + 1), GetVertexNumber(x, y + 1, z + 1) });
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y, z + 1), GetVertexNumber(x + 1, y + 1, z + 1), GetVertexNumber(x, y, z + 1) });
}
if (!vox.VoxelTowards(Vector3.back.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x, y, z), GetVertexNumber(x, y + 1, z), GetVertexNumber(x + 1, y + 1, z) });
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y + 1, z), GetVertexNumber(x + 1, y, z), GetVertexNumber(x, y, z) });
}
if (!vox.VoxelTowards(Vector3.right.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y, z), GetVertexNumber(x + 1, y + 1, z), GetVertexNumber(x + 1, y + 1, z + 1) });
triangles.AddRange(new int[] { GetVertexNumber(x + 1, y, z + 1), GetVertexNumber(x + 1, y, z), GetVertexNumber(x + 1, y + 1, z + 1) });
}
if (!vox.VoxelTowards(Vector3.left.ConvertToInt()))
{
triangles.AddRange(new int[] { GetVertexNumber(x, y, z), GetVertexNumber(x, y + 1, z + 1), GetVertexNumber(x, y + 1, z) });
triangles.AddRange(new int[] { GetVertexNumber(x, y + 1, z + 1), GetVertexNumber(x, y, z), GetVertexNumber(x, y, z + 1) });
}
}
}
}
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
mesh.RecalculateBounds();
}
public Mesh CreateMesh(float voxelSize)
{
Mesh mesh = new Mesh();
CreateMesh(mesh, voxelSize);
return mesh;
}
public void CreateMesh(Mesh mesh)
{
CreateMesh(mesh, 1f);
}
public Mesh CreateMesh()
{
return CreateMesh(1f);
}
private int GetVertexNumber(int x, int y, int z)
{
return y * (Size.z + 1) * (Size.x + 1) + z * (Size.x + 1) + x;
}
}
public class Voxel
{
private VoxelMap map;
private Vector3Int position;
public Voxel(VoxelMap map, Vector3Int position)
{
this.map = map;
this.position = position;
}
public bool VoxelTowards(Vector3Int axis)
{
if (axis == Vector3.up.ConvertToInt())
{
if (position.y >= map.Size.y - 1)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
else if (axis == Vector3.forward.ConvertToInt())
{
if (position.z >= map.Size.z - 1)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
else if (axis == Vector3.right.ConvertToInt())
{
if (position.x >= map.Size.x - 1)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
else if (axis == Vector3.down.ConvertToInt())
{
if (position.y <= 0)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
else if (axis == Vector3.back.ConvertToInt())
{
if (position.z <= 0)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
else if (axis == Vector3.left.ConvertToInt())
{
if (position.x <= 0)
{
return false;
}
else
{
return map.IsSolid(position + axis);
}
}
Debug.LogError("Unsupported VoxelTowards axis: " + axis);
return false;
}
}
public class VoxelRenderer : MonoBehaviour
{
public Vector3Int size = new Vector3Int(20, 20, 20);
public float voxelSize = 1f;
public float solidThreshold = 0.5f;
[Header("Perlin Noise")]
public Vector3 perlinMultiplier = new Vector3(1f, 1f, 1f);
public Vector3 perlinPosition;
VoxelMap voxelMap;
// Start is called before the first frame update
public void GenerateMap(Vector3 position)
{
voxelMap = new VoxelMap(size);
for (int x = 0; x < size.x; x ++)
{
for (int y = 0; y < size.y; y++)
{
for (int z = 0; z < size.z; z++)
{
Vector3 currentPosition = new Vector3(x, y, z);
currentPosition.Scale(perlinMultiplier);
//float perlinValue = Perlin.Noise(perlinPosition + currentPosition);
Vector3 usePosition = position + currentPosition;
float perlinValue1 = Mathf.PerlinNoise(usePosition.x, usePosition.y);
float perlinValue2 = Mathf.PerlinNoise(usePosition.z, usePosition.y);
float perlinValue = (perlinValue1 + perlinValue2) / 2;
if (perlinValue >= solidThreshold)
{
voxelMap.CreateVoxel(x, y, z);
}
}
}
}
Mesh mesh = voxelMap.CreateMesh(voxelSize);
mesh.name = "VoxelMesh";
//mesh.Optimize();
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshCollider>().sharedMesh = mesh;
}
// Update is called once per frame
void OnValidate()
{
GenerateMap(perlinPosition);
}
}