2022-07-14 14:02:37 -04:00

252 lines
9.6 KiB
C#

using NewHorizons.Utility;
using UnityEngine;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons.Builder.Body.Geometry
{
static class CubeSphere
{
public static Mesh Build(int resolution, Texture2D heightMap, float minHeight, float maxHeight, Vector3 stretch)
{
Mesh mesh = new Mesh();
mesh.name = "CubeSphere";
float max = 1;
if (stretch.x > stretch.y && stretch.x > stretch.z)
max = stretch.x;
else if (stretch.y > stretch.x && stretch.y > stretch.z)
max = stretch.y;
else if (stretch.z > stretch.x && stretch.z > stretch.y)
max = stretch.z;
else if (stretch.y == stretch.z && stretch.x > stretch.y)
max = stretch.x;
else if (stretch.x == stretch.z && stretch.y > stretch.x)
max = stretch.y;
else if (stretch.x == stretch.y && stretch.z > stretch.x)
max = stretch.z;
minHeight /= max;
maxHeight /= max;
CreateVertices(mesh, resolution, heightMap, minHeight, maxHeight);
StretchVertices(mesh, stretch);
CreateTriangles(mesh, resolution);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
return mesh;
}
private static void StretchVertices(Mesh mesh, Vector3 scale)
{
var baseVertices = mesh.vertices;
var vertices = new Vector3[baseVertices.Length];
for (var i = 0; i < vertices.Length; i++)
{
var vertex = baseVertices[i];
vertex.x = vertex.x * scale.x;
vertex.y = vertex.y * scale.y;
vertex.z = vertex.z * scale.z;
vertices[i] = vertex;
}
mesh.vertices = vertices;
}
// Thank you Catlikecoding
private static void CreateVertices(Mesh mesh, int resolution, Texture2D heightMap, float minHeight, float maxHeight)
{
int cornerVertices = 8;
int edgeVertices = (3 * resolution - 3) * 4;
int faceVertices = (6 * (resolution - 1) * (resolution - 1));
Vector3[] vertices = new Vector3[cornerVertices + edgeVertices + faceVertices];
Vector3[] normals = new Vector3[vertices.Length];
Vector2[] uvs = new Vector2[vertices.Length];
int v = 0;
for (int y = 0; y <= resolution; y++)
{
for (int x = 0; x <= resolution; x++)
{
SetVertex(vertices, normals, uvs, v++, x, y, 0, resolution, heightMap, minHeight, maxHeight);
}
for (int z = 1; z <= resolution; z++)
{
SetVertex(vertices, normals, uvs, v++, resolution, y, z, resolution, heightMap, minHeight, maxHeight);
}
for (int x = resolution - 1; x >= 0; x--)
{
SetVertex(vertices, normals, uvs, v++, x, y, resolution, resolution, heightMap, minHeight, maxHeight);
}
for (int z = resolution - 1; z > 0; z--)
{
SetVertex(vertices, normals, uvs, v++, 0, y, z, resolution, heightMap, minHeight, maxHeight);
}
}
for (int z = 1; z < resolution; z++)
{
for (int x = 1; x < resolution; x++)
{
SetVertex(vertices, normals, uvs, v++, x, resolution, z, resolution, heightMap, minHeight, maxHeight);
}
}
for (int z = 1; z < resolution; z++)
{
for (int x = 1; x < resolution; x++)
{
SetVertex(vertices, normals, uvs, v++, x, 0, z, resolution, heightMap, minHeight, maxHeight);
}
}
// Higher than this and we have to use a different indexFormat
if (vertices.Length > 65535)
{
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
}
private static void SetVertex(Vector3[] vertices, Vector3[] normals, Vector2[] uvs, int i, int x, int y, int z, int resolution, Texture2D heightMap, float minHeight, float maxHeight)
{
var v2 = (new Vector3(x, y, z) - (Vector3.one * (resolution / 2f))).normalized;
float x2 = v2.x * v2.x;
float y2 = v2.y * v2.y;
float z2 = v2.z * v2.z;
Vector3 v;
v.x = v2.x * Mathf.Sqrt(1f - y2 / 2f - z2 / 2f + y2 * z2 / 3f);
v.y = v2.y * Mathf.Sqrt(1f - x2 / 2f - z2 / 2f + x2 * z2 / 3f);
v.z = v2.z * Mathf.Sqrt(1f - x2 / 2f - y2 / 2f + x2 * y2 / 3f);
// The shader uses real coords
var sphericals = CoordinateUtilities.CartesianToSpherical(v, false);
float longitude = sphericals.x;
float latitude = sphericals.y;
float sampleX = heightMap.width * longitude / 360f;
float sampleY = heightMap.height * latitude / 180f;
if (sampleX > heightMap.width) sampleX -= heightMap.width;
float relativeHeight = heightMap.GetPixel((int)sampleX, (int)sampleY).r;
normals[i] = v.normalized;
vertices[i] = normals[i] * (relativeHeight * (maxHeight - minHeight) + minHeight);
var uvX = sampleX / (float)heightMap.width;
var uvY = sampleY / (float)heightMap.height;
uvs[i] = new Vector2(uvX, uvY);
}
private static void CreateTriangles(Mesh mesh, int resolution)
{
int quads = resolution * resolution * 6;
int[] triangles = new int[quads * 6];
int ring = resolution * 4;
int t = 0, v = 0;
for (int y = 0; y < resolution; y++, v++)
{
for (int q = 0; q < ring - 1; q++, v++)
{
t = SetQuad(triangles, t, v, v + 1, v + ring, v + ring + 1);
}
t = SetQuad(triangles, t, v, v - ring + 1, v + ring, v + 1);
}
t = CreateTopFace(resolution, triangles, t, ring);
t = CreateBottomFace(resolution, triangles, t, ring, mesh.vertices.Length);
mesh.triangles = triangles;
}
private static int CreateTopFace(int resolution, int[] triangles, int t, int ring)
{
int v = ring * resolution;
for (int x = 0; x < resolution - 1; x++, v++)
{
t = SetQuad(triangles, t, v, v + 1, v + ring - 1, v + ring);
}
t = SetQuad(triangles, t, v, v + 1, v + ring - 1, v + 2);
int vMin = ring * (resolution + 1) - 1;
int vMid = vMin + 1;
int vMax = v + 2;
for (int z = 1; z < resolution - 1; z++, vMin--, vMid++, vMax++)
{
t = SetQuad(triangles, t, vMin, vMid, vMin - 1, vMid + resolution - 1);
for (int x = 1; x < resolution - 1; x++, vMid++)
{
t = SetQuad(
triangles, t,
vMid, vMid + 1, vMid + resolution - 1, vMid + resolution);
}
t = SetQuad(triangles, t, vMid, vMax, vMid + resolution - 1, vMax + 1);
}
int vTop = vMin - 2;
t = SetQuad(triangles, t, vMin, vMid, vTop + 1, vTop);
for (int x = 1; x < resolution - 1; x++, vTop--, vMid++)
{
t = SetQuad(triangles, t, vMid, vMid + 1, vTop, vTop - 1);
}
t = SetQuad(triangles, t, vMid, vTop - 2, vTop, vTop - 1);
return t;
}
private static int CreateBottomFace(int resolution, int[] triangles, int t, int ring, int numVertices)
{
int v = 1;
int vMid = numVertices - (resolution - 1) * (resolution - 1);
t = SetQuad(triangles, t, ring - 1, vMid, 0, 1);
for (int x = 1; x < resolution - 1; x++, v++, vMid++)
{
t = SetQuad(triangles, t, vMid, vMid + 1, v, v + 1);
}
t = SetQuad(triangles, t, vMid, v + 2, v, v + 1);
int vMin = ring - 2;
vMid -= resolution - 2;
int vMax = v + 2;
for (int z = 1; z < resolution - 1; z++, vMin--, vMid++, vMax++)
{
t = SetQuad(triangles, t, vMin, vMid + resolution - 1, vMin + 1, vMid);
for (int x = 1; x < resolution - 1; x++, vMid++)
{
t = SetQuad(
triangles, t,
vMid + resolution - 1, vMid + resolution, vMid, vMid + 1);
}
t = SetQuad(triangles, t, vMid + resolution - 1, vMax + 1, vMid, vMax);
}
int vTop = vMin - 1;
t = SetQuad(triangles, t, vTop + 1, vTop, vTop + 2, vMid);
for (int x = 1; x < resolution - 1; x++, vTop--, vMid++)
{
t = SetQuad(triangles, t, vTop, vTop - 1, vMid, vMid + 1);
}
t = SetQuad(triangles, t, vTop, vTop - 1, vMid, vTop - 2);
return t;
}
private static int SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11)
{
triangles[i] = v00;
triangles[i + 1] = triangles[i + 4] = v01;
triangles[i + 2] = triangles[i + 3] = v10;
triangles[i + 5] = v11;
return i + 6;
}
}
}