Unity Marching Square 网格生成
Marching Squares
原理
- 输入点阵
- 划分Grid
- 计算16种组合
- 参考图
计算过程
- 计算16种组合的Mesh形态
- 生成Mesh的点,防止重复
- 顺时针生成Mesh
- 示意图
- 面数密度和输入纹理一致,有待优化
拓展
- Convex对比
- Metaball
- Dual Contouring
Marching Cubes
参考
- https://www.redblobgames.com/grids/hexagons/
- 程序化洞穴生成
- Marching Squares
- Marching Cubes
代码
- MarchingSquare.cs
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300public class MarchingSquare
{
private class Quad
{
public readonly byte State;
public float GuideOffset = 0.5f;
public Quad(int a, int b, int c, int d)
{
State = (byte) (a | b << 1 | c << 2 | d << 3);
}
private class Point
{
public readonly uint Hash;
public Vector3 Position;
public Point(int x, int y, int index, Vector3 pos)
{
Hash = GetHash(x, y, index);
Position = pos;
}
uint GetHash(int x, int y, int index)
{
// index 0-7
// x remap
if (index == 0 || index == 1 || index == 2)
{
x = x * 2;
}
else if (index == 3 || index == 7)
{
x = x * 2 + 1;
}
else if (index == 4 || index == 5 || index == 6)
{
x = x * 2 + 2;
}
// y remap
if (index == 0 || index == 7 || index == 6)
{
y = y * 2;
}
else if (index == 1 || index == 5)
{
y = y * 2 + 1;
}
else if (index == 2 || index == 3 || index == 4)
{
y = y * 2 + 2;
}
return (uint) x << 16 | (uint) y;
}
}
public float OriginPointGuide = 0.1f;
public float QuadPointGuide = 0.1f;
public float GuideOffset = 0.5f;
public bool ShowGuide = false;
private readonly Dictionary<uint, uint> m_points;
private readonly List<Vector3> m_positions;
private readonly List<Vector2> m_uvs;
private readonly List<int> m_triangles;
private int m_width;
private int m_height;
public MarchingSquare()
{
m_points = new Dictionary<uint, uint>(); // hash-index
m_positions = new List<Vector3>();
m_uvs = new List<Vector2>();
m_triangles = new List<int>();
}
public int GetPointsCount()
{
return m_positions.Count;
}
public Mesh CreateMesh(int[,] map, Vector2 size, Vector2 center)
{
m_points.Clear();
m_positions.Clear();
m_uvs.Clear();
m_triangles.Clear();
m_width = map.GetLength(0);
m_height = map.GetLength(1);
float step = size.x / (m_width - 1);
float minx = center.x - size.x / 2.0f;
float miny = center.y - size.y / 2.0f;
for (int i = 0; i < m_width - 1; i++)
{
for (int j = 0; j < m_height - 1; j++)
{
int a = map[i, j];
int b = map[i + 1, j];
int c = map[i + 1, j + 1];
int d = map[i, j + 1];
var quad = new Quad(a, b, c, d);
Vector2 quadCenter = new Vector2(minx + step / 2 + i * step, miny + step / 2 + j * step);
ProcessQuadMesh(i, j, quad.State, quadCenter, step);
}
}
Mesh mesh = new Mesh();
mesh.vertices = m_positions.ToArray();
mesh.uv = m_uvs.ToArray();
mesh.SetIndices(m_triangles, MeshTopology.Triangles, 0);
return mesh;
}
uint AddPoint(Point point)
{
uint pointHash = point.Hash;
if (m_points.ContainsKey(pointHash))
{
return m_points[pointHash];
}
else
{
uint num = (uint) m_points.Count;
float x = (pointHash >> 16) / 2.0f;
float y = (pointHash & 0x0000FFFF) / 2.0f;
Vector2 uv = new Vector2(x / (m_width - 1), y / (m_height - 1));
m_points[pointHash] = num;
m_positions.Add(point.Position);
m_uvs.Add(uv);
return num;
}
}
void AddPolygon(params Point[] points)
{
int num = points.Length;
if (num == 3)
{
m_triangles.Add((int) AddPoint(points[0]));
m_triangles.Add((int) AddPoint(points[1]));
m_triangles.Add((int) AddPoint(points[2]));
}
else if (num == 4)
{
// 1
m_triangles.Add((int) AddPoint(points[0]));
m_triangles.Add((int) AddPoint(points[1]));
m_triangles.Add((int) AddPoint(points[2]));
// 2
m_triangles.Add((int) AddPoint(points[2]));
m_triangles.Add((int) AddPoint(points[3]));
m_triangles.Add((int) AddPoint(points[0]));
}
else if (num == 5)
{
// 1
m_triangles.Add((int) AddPoint(points[0]));
m_triangles.Add((int) AddPoint(points[1]));
m_triangles.Add((int) AddPoint(points[2]));
// 2
m_triangles.Add((int) AddPoint(points[2]));
m_triangles.Add((int) AddPoint(points[3]));
m_triangles.Add((int) AddPoint(points[0]));
// 3
m_triangles.Add((int) AddPoint(points[3]));
m_triangles.Add((int) AddPoint(points[4]));
m_triangles.Add((int) AddPoint(points[0]));
}
else if (num == 6)
{
// 1
m_triangles.Add((int) AddPoint(points[0]));
m_triangles.Add((int) AddPoint(points[1]));
m_triangles.Add((int) AddPoint(points[5]));
// 2
m_triangles.Add((int) AddPoint(points[1]));
m_triangles.Add((int) AddPoint(points[2]));
m_triangles.Add((int) AddPoint(points[5]));
// 3
m_triangles.Add((int) AddPoint(points[2]));
m_triangles.Add((int) AddPoint(points[4]));
m_triangles.Add((int) AddPoint(points[5]));
// 4
m_triangles.Add((int) AddPoint(points[2]));
m_triangles.Add((int) AddPoint(points[3]));
m_triangles.Add((int) AddPoint(points[4]));
}
}
void AddPolygon(int x, int y, List<Vector2> positions, params int[] indices)
{
var points = new List<Point>();
foreach (var index in indices)
{
var pos = positions[index];
Point point = new Point(x, y, index, new Vector3(pos.x, 0, pos.y));
points.Add(point);
}
AddPolygon(points.ToArray());
}
void ProcessQuadMesh(int x, int y, byte state, Vector2 center, float size)
{
var positions = new List<Vector2>()
{
new Vector2(center.x - size / 2, center.y - size / 2),
new Vector2(center.x - size / 2, center.y),
new Vector2(center.x - size / 2, center.y + size / 2),
new Vector2(center.x, center.y + size / 2),
new Vector2(center.x + size / 2, center.y + size / 2),
new Vector2(center.x + size / 2, center.y),
new Vector2(center.x + size / 2, center.y - size / 2),
new Vector2(center.x, center.y - size / 2),
};
switch (state)
{
case 0b0000:
break;
case 0b0001:
// line v1 v7
AddPolygon(x, y, positions, 0, 1, 7);
break;
case 0b0010:
// line v5 v7
AddPolygon(x, y, positions, 6, 7, 5);
break;
case 0b0011:
// line v1 v5
AddPolygon(x, y, positions, 0, 1, 5, 6);
break;
case 0b0100:
// line v3 v5
AddPolygon(x, y, positions, 3, 4, 5);
break;
case 0b0101:
// 6
// line v1 v3
// line v5 v7
AddPolygon(x, y, positions, 0, 1, 3, 4, 5, 7);
break;
case 0b0110:
// line v3 v7
AddPolygon(x, y, positions, 6, 7, 3, 4);
break;
case 0b0111:
// 7
// line v1 v3
AddPolygon(x, y, positions, 6, 0, 1, 3, 4);
break;
case 0b1000:
// line v1 v3
AddPolygon(x, y, positions, 1, 2, 3);
break;
case 0b1001:
// line v3 v7
AddPolygon(x, y, positions, 2, 3, 7, 0);
break;
case 0b1010:
// 6
// line v1 v7
// line v3 v5
AddPolygon(x, y, positions, 2, 3, 5, 6, 7, 1);
break;
case 0b1011:
// 7
// line v3 v5
AddPolygon(x, y, positions, 0, 2, 3, 5, 6);
break;
case 0b1100:
// line v1 v5
AddPolygon(x, y, positions, 1, 2, 4, 5);
break;
case 0b1101:
// 7
// line v5 v7
AddPolygon(x, y, positions, 2, 4, 5, 7, 0);
break;
case 0b1110:
// 7
// line v1 v7
AddPolygon(x, y, positions, 4, 6, 7, 1, 2);
break;
case 0b1111:
// 8
AddPolygon(x, y, positions, 0, 2, 4, 6);
break;
}
}
}
Unity Marching Square 网格生成
https://automask.github.io/wild/2022/09/28/lab/S_Unity_Marching_Square/