246 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			246 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System.Collections.Generic;
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| using Unity.Burst;
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| using Unity.Collections;
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| using Unity.Jobs;
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| using Unity.Mathematics;
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| 
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| namespace UnityEngine.Rendering.UnifiedRayTracing
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| {
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|     internal static class TerrainToMesh
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|     {
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|         static private AsyncTerrainToMeshRequest MakeAsyncTerrainToMeshRequest(int width, int height, Vector3 heightmapScale, float[,] heightmap, bool[,] holes)
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|         {
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|             int vertexCount = width * height;
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|             var job = new ComputeTerrainMeshJob();
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|             job.heightmap = new NativeArray<float>(vertexCount, Allocator.Persistent);
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|             for (int i = 0; i < vertexCount; ++i)
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|                 job.heightmap[i] = heightmap[i / (width), i % (width)];
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| 
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|             job.holes = new NativeArray<bool>((width - 1) * (height - 1), Allocator.Persistent);
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|             for (int i = 0; i < (width - 1) * (height - 1); ++i)
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|                 job.holes[i] = holes[i / (width - 1), i % (width - 1)];
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| 
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|             job.width = width;
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|             job.height = height;
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|             job.heightmapScale = heightmapScale;
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| 
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|             job.positions = new NativeArray<float3>(vertexCount, Allocator.Persistent);
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|             job.uvs = new NativeArray<float2>(vertexCount, Allocator.Persistent);
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|             job.normals = new NativeArray<float3>(vertexCount, Allocator.Persistent);
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|             job.indices = new NativeArray<int>((width - 1) * (height - 1) * 6, Allocator.Persistent);
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| 
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|             JobHandle jobHandle = job.Schedule(vertexCount, math.max(width, 128));
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| 
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|             return new AsyncTerrainToMeshRequest(job, jobHandle);
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|         }
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| 
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|         static public AsyncTerrainToMeshRequest ConvertAsync(Terrain terrain)
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|         {
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|             TerrainData terrainData = terrain.terrainData;
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|             int width = terrainData.heightmapTexture.width;
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|             int height = terrainData.heightmapTexture.height;
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|             float[,] heightmap = terrain.terrainData.GetHeights(0, 0, width, height);
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|             bool[,] holes = terrain.terrainData.GetHoles(0, 0, width - 1, height - 1);
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|             return MakeAsyncTerrainToMeshRequest(width, height, terrainData.heightmapScale, heightmap, holes);
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|         }
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| 
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|         static public AsyncTerrainToMeshRequest ConvertAsync(int heightmapWidth, int heightmapHeight, short[] heightmapData, Vector3 heightmapScale, int holeWidth, int holeHeight, byte[] holedata)
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|         {
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|             float[,] heightmap = new float[heightmapWidth,heightmapHeight];
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|             for (int y = 0; y < heightmapHeight; ++y)
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|                 for (int x = 0; x < heightmapWidth; ++x)
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|                     heightmap[y, x] = (float)heightmapData[y * heightmapWidth + x] / (float)32766;
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| 
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|             bool[,] holes = new bool[heightmapWidth - 1, heightmapHeight - 1];
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|             if (holedata != null)
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|             {
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|                 for (int y = 0; y < heightmapHeight - 1; ++y)
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|                     for (int x = 0; x < heightmapWidth - 1; ++x)
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|                         holes[y, x] = holedata[y * holeWidth + x] != 0;
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|             }
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|             else
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|             {
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|                 for (int y = 0; y < heightmapHeight - 1; ++y)
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|                     for (int x = 0; x < heightmapWidth - 1; ++x)
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|                         holes[x, y] = true;
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|             }
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|             return MakeAsyncTerrainToMeshRequest(heightmapWidth, heightmapHeight, heightmapScale, heightmap, holes);
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|         }
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|         static public Mesh Convert(Terrain terrain)
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|         {
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|             var request = ConvertAsync(terrain);
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|             request.WaitForCompletion();
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|             return request.GetMesh();
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|         }
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| 
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|         static public Mesh Convert(int heightmapWidth, int heightmapHeight, short[] heightmapData, Vector3 heightmapScale, int holeWidth, int holeHeight, byte[] holedata)
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|         {
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|             var request = ConvertAsync(heightmapWidth, heightmapHeight, heightmapData, heightmapScale, holeWidth, holeHeight, holedata);
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|             request.WaitForCompletion();
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|             return request.GetMesh();
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|         }
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|     }
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| 
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|     internal struct AsyncTerrainToMeshRequest
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|     {
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|         internal AsyncTerrainToMeshRequest(ComputeTerrainMeshJob job, JobHandle jobHandle)
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|         {
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|             m_Job = job;
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|             m_JobHandle = jobHandle;
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|         }
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| 
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|         public bool done { get { return m_JobHandle.IsCompleted; } }
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|         public Mesh GetMesh()
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|         {
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|             if (!done)
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|                 return null;
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| 
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|             Mesh mesh = new Mesh();
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|             mesh.indexFormat = IndexFormat.UInt32;
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|             mesh.SetVertices(m_Job.positions);
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|             mesh.SetUVs(0, m_Job.uvs);
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|             mesh.SetNormals(m_Job.normals);
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|             mesh.SetIndices(TriangleIndicesWithoutHoles().ToArray(), MeshTopology.Triangles, 0);
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| 
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|             m_Job.DisposeArrays();
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| 
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|             return mesh;
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|         }
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| 
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|         public void WaitForCompletion()
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|         {
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|             m_JobHandle.Complete();
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|         }
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| 
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|         List<int> TriangleIndicesWithoutHoles()
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|         {
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|             var trianglesWithoutHoles = new List<int>((m_Job.width - 1) * (m_Job.height - 1) * 6);
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|             for (int i = 0; i < m_Job.indices.Length; i += 3)
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|             {
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|                 int i1 = m_Job.indices[i];
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|                 int i2 = m_Job.indices[i + 1];
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|                 int i3 = m_Job.indices[i + 2];
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| 
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|                 if (i1 != 0 && i2 != 0 && i3 != 0)
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|                 {
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|                     trianglesWithoutHoles.Add(i1);
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|                     trianglesWithoutHoles.Add(i2);
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|                     trianglesWithoutHoles.Add(i3);
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|                 }
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|             }
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| 
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|             if (trianglesWithoutHoles.Count == 0)
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|             {
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|                 trianglesWithoutHoles.Add(0);
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|                 trianglesWithoutHoles.Add(0);
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|                 trianglesWithoutHoles.Add(0);
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|             }
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| 
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|             return trianglesWithoutHoles;
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|         }
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| 
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|         JobHandle m_JobHandle;
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|         ComputeTerrainMeshJob m_Job;
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|     }
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| 
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|     [BurstCompile]
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|     internal struct ComputeTerrainMeshJob : IJobParallelFor
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|     {
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|         [ReadOnly]
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|         public NativeArray<float> heightmap;
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| 
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|         [ReadOnly]
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|         public NativeArray<bool> holes;
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| 
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|         public int width;
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|         public int height;
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|         public float3 heightmapScale;
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| 
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|         public NativeArray<float3> positions;
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|         public NativeArray<float2> uvs;
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|         public NativeArray<float3> normals;
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| 
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|         [NativeDisableParallelForRestriction]
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|         public NativeArray<int> indices;
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| 
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|         public void DisposeArrays()
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|         {
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|             heightmap.Dispose();
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|             holes.Dispose();
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|             positions.Dispose();
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|             uvs.Dispose();
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|             normals.Dispose();
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|             indices.Dispose();
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|         }
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| 
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|         public void Execute(int index)
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|         {
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|             int vertexIndex = index;
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|             int x = vertexIndex % width;
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|             int y = vertexIndex / height;
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| 
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|             float3 v = new float3(x, heightmap[y*width +x], y);
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| 
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|             positions[vertexIndex] = v * heightmapScale;
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|             uvs[vertexIndex] = v.xz / new float2(width, height);
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|             normals[vertexIndex] = CalculateTerrainNormal(heightmap, x, y, width, height, heightmapScale);
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| 
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|             if (x < width - 1 && y < height - 1)
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|             {
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|                 int i1 = y * width + x;
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|                 int i2 = i1 + 1;
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|                 int i3 = i1 + width;
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|                 int i4 = i3 + 1;
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| 
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|                 int faceIndex = x + y * (width - 1);
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| 
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|                 if (!holes[faceIndex])
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|                 {
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|                     i1 = i2 = i3 = i4 = 0;
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|                 }
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| 
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|                 indices[6* faceIndex + 0] = i1;
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|                 indices[6* faceIndex + 1] = i4;
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|                 indices[6* faceIndex + 2] = i2;
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| 
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|                 indices[6* faceIndex + 3] = i1;
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|                 indices[6* faceIndex + 4] = i3;
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|                 indices[6* faceIndex + 5] = i4;
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|             }
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|         }
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| 
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|         static float3 CalculateTerrainNormal(NativeArray<float> heightmap, int x, int y, int width, int height, float3 scale)
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|         {
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|             float dY, dX;
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| 
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|             dX = SampleHeight(x - 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
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|             dX += SampleHeight(x - 1, y, width, height, heightmap, scale.y) * -2.0F;
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|             dX += SampleHeight(x - 1, y + 1, width, height, heightmap, scale.y) * -1.0F;
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|             dX += SampleHeight(x + 1, y - 1, width, height, heightmap, scale.y) * 1.0F;
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|             dX += SampleHeight(x + 1, y, width, height, heightmap, scale.y) * 2.0F;
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|             dX += SampleHeight(x + 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
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| 
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|             dX /= scale.x;
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| 
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|             dY = SampleHeight(x - 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
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|             dY += SampleHeight(x, y - 1, width, height, heightmap, scale.y) * -2.0F;
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|             dY += SampleHeight(x + 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
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|             dY += SampleHeight(x - 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
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|             dY += SampleHeight(x, y + 1, width, height, heightmap, scale.y) * 2.0F;
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|             dY += SampleHeight(x + 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
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|             dY /= scale.z;
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| 
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|             // Cross Product of components of gradient reduces to
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|             return math.normalize(new float3(-dX, 8, -dY));
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|         }
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|         static float SampleHeight(int x, int y, int width, int height, NativeArray<float> heightmap, float scale)
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|         {
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|             x = math.clamp(x, 0, width - 1);
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|             y = math.clamp(y, 0, height - 1);
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|             return heightmap[x + y* width] * scale;
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|         }
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| 
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|     }
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| 
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| }
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