Created
August 28, 2022 12:31
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Unity procedural voxel generator
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
[RequireComponent(typeof(MeshFilter))] | |
public class GameHandler : MonoBehaviour | |
{ | |
Mesh mesh; | |
byte[] data; | |
List<Vector3> vertices = new List<Vector3>(); | |
int[] vertexIndices; | |
List<int> triangles = new List<int>(); | |
public int xSize = 32; | |
public int zSize = 32; | |
public int ySize = 32; | |
float noiseScale = 0.1f; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
mesh = new Mesh(); | |
GetComponent<MeshFilter>().mesh = mesh; | |
float start = Time.realtimeSinceStartup; | |
CreateShape(); | |
Debug.Log(Time.realtimeSinceStartup - start + " seconds for map generation"); | |
UpdateMesh(); | |
} | |
void CreateShape() | |
{ | |
vertexIndices = new int[(xSize + 1) * (zSize + 1) * (ySize + 1)]; | |
data = new Byte[xSize * zSize * ySize]; | |
for (int i = 0, z = 0; z < zSize; z++) | |
{ | |
for (int x = 0; x < xSize; x++) | |
{ | |
for (int y = 0; y < ySize; y++) | |
{ | |
data[Create3DIndex(x, y, z)] = Perlin3D(x, y, z) > 0.5f ? (byte)1 : (byte)0; | |
i++; | |
} | |
} | |
} | |
int vert = 0; | |
int tris = 0; | |
for (int z = 0; z < zSize; z++) | |
{ | |
for (int x = 0; x < xSize; x++) | |
{ | |
for (int y = 0; y < zSize; y++) | |
{ | |
int self = Create3DIndex(x, y, z); | |
if (data[self] == 0) | |
{ | |
continue; | |
} | |
for (int face = 0; face < VertPos.Length; face++) | |
{ | |
Vector3Int next = VertPos[face]; | |
if (!InChunk(x + next.x, y + next.y, z + next.z)) | |
{ | |
CreateQuad(x, y, z, (Face)face); | |
continue; | |
} | |
int index = Create3DIndex(x + next.x, y + next.y, z + next.z); | |
if (data[index] == 0) | |
{ | |
CreateQuad(x, y, z, (Face)face); | |
} | |
} | |
} | |
vert++; | |
tris += 6; | |
} | |
vert++; | |
} | |
} | |
void CreateQuad(int x, int y, int z, Face face) | |
{ | |
int[] quad = CalculateQuad(x, y, z, face) | |
.Select(v => CreateVertex(v.x, v.y, v.z) - 1) | |
.ToArray(); | |
triangles.Add(quad[3]); | |
triangles.Add(quad[1]); | |
triangles.Add(quad[0]); | |
triangles.Add(quad[3]); | |
triangles.Add(quad[2]); | |
triangles.Add(quad[1]); | |
} | |
int Create3DIndex(int x, int y, int z) => y + x * ySize + z * ySize * xSize; | |
int Create3DOverIndex(int x, int y, int z) => | |
y + x * (ySize + 1) + z * (zSize + 1) * (xSize + 1); | |
bool InChunk(int index) => index >= 0 && index < data.Length; | |
bool InChunk(int x, int y, int z) => | |
x >= 0 && x < xSize && y >= 0 && y < ySize && z >= 0 && z < zSize; | |
int CreateVertex(int x, int y, int z) | |
{ | |
int index = Create3DOverIndex(x, y, z); | |
int vertex = vertexIndices[index]; | |
if (vertex != 0) | |
return vertex; | |
vertices.Add(new Vector3(x, y, z)); | |
vertexIndices[index] = vertices.Count(); | |
return vertices.Count(); | |
} | |
void UpdateMesh() | |
{ | |
mesh.Clear(); | |
mesh.vertices = vertices.ToArray(); | |
mesh.triangles = triangles.ToArray(); | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>(); | |
meshCollider.sharedMesh = mesh; | |
} | |
//dunno how this works. copied it from somewhere. | |
public float Perlin3D(float _x, float _y, float _z) | |
{ | |
float x = _x * noiseScale; | |
float y = _y * noiseScale; | |
float z = _z * noiseScale; | |
float ab = Mathf.PerlinNoise(x, y); | |
float bc = Mathf.PerlinNoise(y, z); | |
float ac = Mathf.PerlinNoise(x, z); | |
float ba = Mathf.PerlinNoise(y, x); | |
float cb = Mathf.PerlinNoise(z, y); | |
float ca = Mathf.PerlinNoise(z, x); | |
float abc = ab + bc + ac + ba + cb + ca; | |
return abc / 6f; | |
} | |
Vector3Int[] VertPos = new Vector3Int[6] | |
{ | |
new Vector3Int(0, 1, 0), | |
new Vector3Int(0, -1, 0), | |
new Vector3Int(0, 0, 1), | |
new Vector3Int(0, 0, -1), | |
new Vector3Int(1, 0, 0), | |
new Vector3Int(-1, 0, 0), | |
}; | |
enum Face | |
{ | |
Top = 0, | |
Bottom = 1, | |
Right = 2, | |
Left = 3, | |
Front = 4, | |
Back = 5, | |
} | |
Vector3Int[] CalculateQuad(int x, int y, int z, Face face) | |
{ | |
int[,] offset = QuadVertices[(int)face]; | |
Vector3Int[] vertices = new Vector3Int[4]; | |
for (int i = 0; i < 4; i++) | |
{ | |
vertices[i] = new Vector3Int(x + offset[i, 0], y + offset[i, 1], z + offset[i, 2]); | |
} | |
return vertices; | |
} | |
int[,] Faces = new int[6, 3] | |
{ | |
{ 0, 1, 0 }, //top | |
{ 0, -1, 0 }, //bottom | |
{ 0, 0, 1 }, //right | |
{ 0, 0, -1 }, //left | |
{ 1, 0, 0 }, //front | |
{ -1, 0, 0 } //back | |
}; | |
int[][,] QuadVertices = new int[6][,] | |
{ | |
new int[,] { { 0, 1, 0 }, { 1, 1, 0 }, { 1, 1, 1 }, { 0, 1, 1 } }, // top | |
new int[,] { { 0, 0, 1 }, { 1, 0, 1 }, { 1, 0, 0 }, { 0, 0, 0 } }, // bottom | |
new int[,] { { 0, 0, 1 }, { 0, 1, 1 }, { 1, 1, 1 }, { 1, 0, 1 } }, // right | |
new int[,] { { 1, 0, 0 }, { 1, 1, 0 }, { 0, 1, 0 }, { 0, 0, 0 } }, // left | |
new int[,] { { 1, 0, 1 }, { 1, 1, 1 }, { 1, 1, 0 }, { 1, 0, 0 } }, // front | |
new int[,] { { 0, 0, 0 }, { 0, 1, 0 }, { 0, 1, 1 }, { 0, 0, 1 } }, // back | |
}; | |
} |
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