using UnityEngine; using System.Collections; using System.Collections.Generic; public class MeshGenerator : MonoBehaviour { public SquareGrid squareGrid; List vertices; List triangles; public void GenerateMesh(int[,] map, float squareSize) { squareGrid = new SquareGrid(map, squareSize); vertices = new List(); triangles = new List(); 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(); GetComponent().mesh = mesh; mesh.vertices = vertices.ToArray(); mesh.triangles = triangles.ToArray(); mesh.RecalculateNormals(); } void TriangulateSquare(Square square) { switch (square.configuration) { case 0: break; // 1 points: case 1: MeshFromPoints(square.centreBottom, square.bottomLeft, square.centreLeft); break; case 2: MeshFromPoints(square.centreRight, square.bottomRight, square.centreBottom); break; case 4: MeshFromPoints(square.centreTop, square.topRight, square.centreRight); 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); 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); } 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); } } }