Created
June 4, 2020 02:57
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This script will "voxelize" the existing MagicaVoxel model in Unity3D so you can "shatter" it in voxel cubes.
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Voxelizer : MonoBehaviour | |
{ | |
public GameObject parent; | |
public GameObject voxel; | |
private float height, width; | |
Collider meshCollider; | |
void Start() | |
{ | |
Voxelize(); | |
} | |
public void Voxelize() | |
{ | |
float voxelSize = 0.1f; | |
meshCollider = gameObject.GetComponent<MeshCollider>(); | |
height = (float)Math.Round(meshCollider.bounds.size.y, 2); | |
width = (float)Math.Round(meshCollider.bounds.size.x, 2); | |
var startPoint = meshCollider.bounds.min + new Vector3(voxelSize / 2, voxelSize / 2, voxelSize / 2); | |
var direction = Vector3.forward; | |
for (float z = 0; z < width; z += voxelSize) | |
{ | |
for (float x = 0; x < width; x += voxelSize) | |
{ | |
for (float y = 0; y < height; y += voxelSize) | |
{ | |
var testPoint = startPoint + new Vector3(x, y, z); | |
if (CheckInside(testPoint, meshCollider.bounds.min)) | |
{ | |
var tmp = Instantiate(voxel, testPoint, Quaternion.identity, parent.transform); | |
} | |
} | |
} | |
} | |
} | |
public bool CheckInside(Vector3 point, Vector3 startPoint) | |
{ | |
Physics.queriesHitBackfaces = true; | |
float rayThreshold = 0.01f; | |
float deltaX, deltaY, deltaZ; | |
deltaX = (float)Math.Round(point.x - startPoint.x, 2); | |
deltaY = (float)Math.Round(point.y - startPoint.y, 2); | |
deltaZ = (float)Math.Round(point.z - startPoint.z, 2); | |
var ups = Physics.RaycastAll(point, Vector3.up, height - deltaY + rayThreshold); | |
var fronts = Physics.RaycastAll(point, Vector3.forward, width - deltaZ + rayThreshold); | |
var rights = Physics.RaycastAll(point, Vector3.right, width - deltaX + rayThreshold); | |
var downs = Physics.RaycastAll(point, Vector3.down, height - (height - deltaY) + rayThreshold); | |
var backs = Physics.RaycastAll(point, Vector3.back, width - (width - deltaZ) + rayThreshold); | |
var lefts = Physics.RaycastAll(point, Vector3.left, width - (width - deltaX) + rayThreshold); | |
Physics.queriesHitBackfaces = false; | |
if (ups.Length > 0 && fronts.Length > 0 && rights.Length > 0 && downs.Length > 0 && backs.Length > 0 && lefts.Length > 0) | |
return true; | |
return false; | |
} | |
} |
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