UnityGame/Library/PackageCache/com.unity.rendering.light-transport/Runtime/UnifiedRayTracing/Common/TerrainToMesh.cs

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2024-10-27 10:53:47 +03:00
using System.Collections.Generic;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace UnityEngine.Rendering.UnifiedRayTracing
{
internal static class TerrainToMesh
{
static private AsyncTerrainToMeshRequest MakeAsyncTerrainToMeshRequest(int width, int height, Vector3 heightmapScale, float[,] heightmap, bool[,] holes)
{
int vertexCount = width * height;
var job = new ComputeTerrainMeshJob();
job.heightmap = new NativeArray<float>(vertexCount, Allocator.Persistent);
for (int i = 0; i < vertexCount; ++i)
job.heightmap[i] = heightmap[i / (width), i % (width)];
job.holes = new NativeArray<bool>((width - 1) * (height - 1), Allocator.Persistent);
for (int i = 0; i < (width - 1) * (height - 1); ++i)
job.holes[i] = holes[i / (width - 1), i % (width - 1)];
job.width = width;
job.height = height;
job.heightmapScale = heightmapScale;
job.positions = new NativeArray<float3>(vertexCount, Allocator.Persistent);
job.uvs = new NativeArray<float2>(vertexCount, Allocator.Persistent);
job.normals = new NativeArray<float3>(vertexCount, Allocator.Persistent);
job.indices = new NativeArray<int>((width - 1) * (height - 1) * 6, Allocator.Persistent);
JobHandle jobHandle = job.Schedule(vertexCount, math.max(width, 128));
return new AsyncTerrainToMeshRequest(job, jobHandle);
}
static public AsyncTerrainToMeshRequest ConvertAsync(Terrain terrain)
{
TerrainData terrainData = terrain.terrainData;
int width = terrainData.heightmapTexture.width;
int height = terrainData.heightmapTexture.height;
float[,] heightmap = terrain.terrainData.GetHeights(0, 0, width, height);
bool[,] holes = terrain.terrainData.GetHoles(0, 0, width - 1, height - 1);
return MakeAsyncTerrainToMeshRequest(width, height, terrainData.heightmapScale, heightmap, holes);
}
static public AsyncTerrainToMeshRequest ConvertAsync(int heightmapWidth, int heightmapHeight, short[] heightmapData, Vector3 heightmapScale, int holeWidth, int holeHeight, byte[] holedata)
{
float[,] heightmap = new float[heightmapWidth,heightmapHeight];
for (int y = 0; y < heightmapHeight; ++y)
for (int x = 0; x < heightmapWidth; ++x)
heightmap[y, x] = (float)heightmapData[y * heightmapWidth + x] / (float)32766;
bool[,] holes = new bool[heightmapWidth - 1, heightmapHeight - 1];
if (holedata != null)
{
for (int y = 0; y < heightmapHeight - 1; ++y)
for (int x = 0; x < heightmapWidth - 1; ++x)
holes[y, x] = holedata[y * holeWidth + x] != 0;
}
else
{
for (int y = 0; y < heightmapHeight - 1; ++y)
for (int x = 0; x < heightmapWidth - 1; ++x)
holes[x, y] = true;
}
return MakeAsyncTerrainToMeshRequest(heightmapWidth, heightmapHeight, heightmapScale, heightmap, holes);
}
static public Mesh Convert(Terrain terrain)
{
var request = ConvertAsync(terrain);
request.WaitForCompletion();
return request.GetMesh();
}
static public Mesh Convert(int heightmapWidth, int heightmapHeight, short[] heightmapData, Vector3 heightmapScale, int holeWidth, int holeHeight, byte[] holedata)
{
var request = ConvertAsync(heightmapWidth, heightmapHeight, heightmapData, heightmapScale, holeWidth, holeHeight, holedata);
request.WaitForCompletion();
return request.GetMesh();
}
}
internal struct AsyncTerrainToMeshRequest
{
internal AsyncTerrainToMeshRequest(ComputeTerrainMeshJob job, JobHandle jobHandle)
{
m_Job = job;
m_JobHandle = jobHandle;
}
public bool done { get { return m_JobHandle.IsCompleted; } }
public Mesh GetMesh()
{
if (!done)
return null;
Mesh mesh = new Mesh();
mesh.indexFormat = IndexFormat.UInt32;
mesh.SetVertices(m_Job.positions);
mesh.SetUVs(0, m_Job.uvs);
mesh.SetNormals(m_Job.normals);
mesh.SetIndices(TriangleIndicesWithoutHoles().ToArray(), MeshTopology.Triangles, 0);
m_Job.DisposeArrays();
return mesh;
}
public void WaitForCompletion()
{
m_JobHandle.Complete();
}
List<int> TriangleIndicesWithoutHoles()
{
var trianglesWithoutHoles = new List<int>((m_Job.width - 1) * (m_Job.height - 1) * 6);
for (int i = 0; i < m_Job.indices.Length; i += 3)
{
int i1 = m_Job.indices[i];
int i2 = m_Job.indices[i + 1];
int i3 = m_Job.indices[i + 2];
if (i1 != 0 && i2 != 0 && i3 != 0)
{
trianglesWithoutHoles.Add(i1);
trianglesWithoutHoles.Add(i2);
trianglesWithoutHoles.Add(i3);
}
}
if (trianglesWithoutHoles.Count == 0)
{
trianglesWithoutHoles.Add(0);
trianglesWithoutHoles.Add(0);
trianglesWithoutHoles.Add(0);
}
return trianglesWithoutHoles;
}
JobHandle m_JobHandle;
ComputeTerrainMeshJob m_Job;
}
[BurstCompile]
internal struct ComputeTerrainMeshJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<float> heightmap;
[ReadOnly]
public NativeArray<bool> holes;
public int width;
public int height;
public float3 heightmapScale;
public NativeArray<float3> positions;
public NativeArray<float2> uvs;
public NativeArray<float3> normals;
[NativeDisableParallelForRestriction]
public NativeArray<int> indices;
public void DisposeArrays()
{
heightmap.Dispose();
holes.Dispose();
positions.Dispose();
uvs.Dispose();
normals.Dispose();
indices.Dispose();
}
public void Execute(int index)
{
int vertexIndex = index;
int x = vertexIndex % width;
int y = vertexIndex / height;
float3 v = new float3(x, heightmap[y*width +x], y);
positions[vertexIndex] = v * heightmapScale;
uvs[vertexIndex] = v.xz / new float2(width, height);
normals[vertexIndex] = CalculateTerrainNormal(heightmap, x, y, width, height, heightmapScale);
if (x < width - 1 && y < height - 1)
{
int i1 = y * width + x;
int i2 = i1 + 1;
int i3 = i1 + width;
int i4 = i3 + 1;
int faceIndex = x + y * (width - 1);
if (!holes[faceIndex])
{
i1 = i2 = i3 = i4 = 0;
}
indices[6* faceIndex + 0] = i1;
indices[6* faceIndex + 1] = i4;
indices[6* faceIndex + 2] = i2;
indices[6* faceIndex + 3] = i1;
indices[6* faceIndex + 4] = i3;
indices[6* faceIndex + 5] = i4;
}
}
static float3 CalculateTerrainNormal(NativeArray<float> heightmap, int x, int y, int width, int height, float3 scale)
{
float dY, dX;
dX = SampleHeight(x - 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
dX += SampleHeight(x - 1, y, width, height, heightmap, scale.y) * -2.0F;
dX += SampleHeight(x - 1, y + 1, width, height, heightmap, scale.y) * -1.0F;
dX += SampleHeight(x + 1, y - 1, width, height, heightmap, scale.y) * 1.0F;
dX += SampleHeight(x + 1, y, width, height, heightmap, scale.y) * 2.0F;
dX += SampleHeight(x + 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
dX /= scale.x;
dY = SampleHeight(x - 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
dY += SampleHeight(x, y - 1, width, height, heightmap, scale.y) * -2.0F;
dY += SampleHeight(x + 1, y - 1, width, height, heightmap, scale.y) * -1.0F;
dY += SampleHeight(x - 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
dY += SampleHeight(x, y + 1, width, height, heightmap, scale.y) * 2.0F;
dY += SampleHeight(x + 1, y + 1, width, height, heightmap, scale.y) * 1.0F;
dY /= scale.z;
// Cross Product of components of gradient reduces to
return math.normalize(new float3(-dX, 8, -dY));
}
static float SampleHeight(int x, int y, int width, int height, NativeArray<float> heightmap, float scale)
{
x = math.clamp(x, 0, width - 1);
y = math.clamp(y, 0, height - 1);
return heightmap[x + y* width] * scale;
}
}
}