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DerpCraft - Building a MineCraft Clone in Unity - Voxel Terrain Chunks | Full code available at https://git.io/vrlNO
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using UnityEditor; | |
using UnityEngine; | |
using Utilities; | |
[RequireComponent(typeof(MeshFilter))] | |
[RequireComponent(typeof(MeshRenderer))] | |
[RequireComponent(typeof(MeshCollider))] | |
public class Chunk : MonoBehaviour { | |
public static int Size = 16; | |
public static int Height = 32; | |
public Texture2D textureAtlas; | |
public int seed; | |
public float noiseScale = 100; | |
[Range(1, 10)] | |
public int octaves = 3; | |
public float lacunarity = 2.5f; | |
[Range(0, 1)] | |
public float persistence = 0.5f; | |
public Vector2 position; | |
public bool autoUpdate = true; | |
float[,] heightMap; | |
Block[,,] blocks = new Block[Size, Height, Size]; | |
public Block this[int x, int y, int z] { | |
get { | |
if (x < 0 || x >= Size || y < 0 || y >= Height || z < 0 || z >= Size) { | |
return AirBlock.Instance; | |
} | |
return blocks[x, y, z]; | |
} | |
set { | |
if (x < 0 || x >= Size || y < 0 || y >= Height || z < 0 || z >= Size) { | |
return; | |
} | |
blocks[x, y, z] = value; | |
} | |
} | |
public Block this[Vector3Int v] { | |
get { | |
return this[v.x, v.y, v.z]; | |
} | |
set { | |
this[v.x, v.y, v.z] = value; | |
} | |
} | |
void Start() { | |
Noise2DGenerator.Noise2DGeneratorFactory.CreatePerlinNoise2DGenerator( | |
seed, noiseScale, octaves, lacunarity, persistence); | |
GenerateNoiseMap(); | |
var rend = GetComponent<MeshRenderer>(); | |
rend.material.mainTexture = textureAtlas; | |
rend.material.shader = Shader.Find("Mobile/Diffuse"); | |
for (int x = 0; x < Size; x++) { | |
for (int y = 0; y < Height; y++) { | |
for (int z = 0; z < Size; z++) { | |
blocks[x, y, z] = | |
y > heightMap[x, z] * Height ? | |
AirBlock.Instance : new GrassBlock(); | |
} | |
} | |
} | |
var meshData = new MeshData(); | |
for (int x = 0; x < Size; x++) { | |
for (int y = 0; y < Height; y++) { | |
for (int z = 0; z < Size; z++) { | |
meshData = blocks[x, y, z].GetBlockData( | |
this, new Vector3Int(x, y, z), meshData); | |
} | |
} | |
} | |
meshData.RecalculateNormals(); | |
// Set the mesh in the MeshFilter for display. | |
var filter = GetComponent<MeshFilter>(); | |
filter.mesh.vertices = meshData.verts.ToArray(); | |
filter.mesh.triangles = meshData.tris.ToArray(); | |
filter.mesh.normals = meshData.normals.ToArray(); | |
filter.mesh.uv = meshData.uvs.ToArray(); | |
// Set the mesh in the MeshCollider for collision. | |
var coll = GetComponent<MeshCollider>(); | |
var collMesh = new Mesh(); | |
collMesh.vertices = meshData.colliderVerts.ToArray(); | |
collMesh.triangles = meshData.colliderTris.ToArray(); | |
collMesh.normals = meshData.colliderNormals.ToArray(); | |
coll.sharedMesh = collMesh; | |
transform.position = transform.position + | |
Vector3.one * 0.5f - new Vector3(Size / 2, 0, Size / 2); | |
} | |
void OnValidate() { | |
if (noiseScale < 1) | |
noiseScale = 1; | |
if (octaves < 1) | |
octaves = 1; | |
if (lacunarity < 1) | |
lacunarity = 1; | |
if (!EditorApplication.isPlayingOrWillChangePlaymode && autoUpdate) | |
GenerateNoiseMap(); | |
} | |
void GenerateNoiseMap() { | |
if (!EditorApplication.isPlayingOrWillChangePlaymode) { | |
var meshData = new MeshData(false); | |
meshData.AddVertex(new Vector3(-Size / 2, 0, Size / 2)); | |
meshData.AddVertex(new Vector3(Size / 2, 0, Size / 2)); | |
meshData.AddVertex(new Vector3(Size / 2, 0, -Size / 2)); | |
meshData.AddVertex(new Vector3(-Size / 2, 0, -Size / 2)); | |
meshData.AddQuadTriangles(); | |
meshData.uvs.Add(Vector2Int.up); | |
meshData.uvs.Add(Vector2Int.one); | |
meshData.uvs.Add(Vector2Int.right); | |
meshData.uvs.Add(Vector2Int.zero); | |
var filter = GetComponent<MeshFilter>(); | |
GetComponent<MeshFilter>().sharedMesh = new Mesh(); | |
filter.sharedMesh.vertices = meshData.verts.ToArray(); | |
filter.sharedMesh.triangles = meshData.tris.ToArray(); | |
filter.sharedMesh.uv = meshData.uvs.ToArray(); | |
Noise2DGenerator.Noise2DGeneratorFactory.CreatePerlinNoise2DGenerator( | |
seed, noiseScale, octaves, lacunarity, persistence); | |
} | |
heightMap = Noise2DGenerator.Instance.GenerateNoise(position, | |
Vector2Int.one * Size); | |
if (!EditorApplication.isPlayingOrWillChangePlaymode) { | |
var pixels = new Color[Size * Size]; | |
for (int y = 0; y < Size; y++) { | |
for (int x = 0; x < Size; x++) { | |
pixels[y * Size + x] = Color.Lerp(Color.black, | |
Color.white, heightMap[x, y]); | |
} | |
} | |
var tex = new Texture2D(Size, Size); | |
tex.wrapMode = TextureWrapMode.Clamp; | |
tex.filterMode = FilterMode.Point; | |
tex.SetPixels(pixels); | |
tex.Apply(); | |
GetComponent<MeshRenderer>().sharedMaterial = | |
new Material(Shader.Find("Mobile/Diffuse")); | |
GetComponent<MeshRenderer>().sharedMaterial.mainTexture = tex; | |
} | |
} | |
} |
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using UnityEditor; | |
using UnityEngine; | |
using Utilities; | |
[RequireComponent(typeof(MeshFilter))] | |
[RequireComponent(typeof(MeshRenderer))] | |
[RequireComponent(typeof(MeshCollider))] | |
public class Chunk : MonoBehaviour { | |
public static int Size = 16; | |
public static int Height = 32; | |
public Texture2D textureAtlas; | |
public int seed; | |
public float noiseScale = 100; | |
[Range(1, 10)] | |
public int octaves = 3; | |
public float lacunarity = 2.5f; | |
[Range(0, 1)] | |
public float persistence = 0.5f; | |
public Vector2 position; | |
public bool autoUpdate = true; | |
float[,] heightMap; | |
Block[,,] blocks = new Block[Size, Height, Size]; | |
public Block this[int x, int y, int z] { | |
get { | |
if (x < 0 || x >= Size || y < 0 || y >= Height || z < 0 || z >= Size) { | |
return AirBlock.Instance; | |
} | |
return blocks[x, y, z]; | |
} | |
set { | |
if (x < 0 || x >= Size || y < 0 || y >= Height || z < 0 || z >= Size) { | |
return; | |
} | |
blocks[x, y, z] = value; | |
} | |
} | |
public Block this[Vector3Int v] { | |
get { | |
return this[v.x, v.y, v.z]; | |
} | |
set { | |
this[v.x, v.y, v.z] = value; | |
} | |
} | |
void Start() { | |
Noise2DGenerator.Noise2DGeneratorFactory.CreatePerlinNoise2DGenerator( | |
seed, noiseScale, octaves, lacunarity, persistence); | |
heightMap = Noise2DGenerator.Instance.GenerateNoise(position, | |
Vector2Int.one * Size); | |
var rend = GetComponent<MeshRenderer>(); | |
rend.material.mainTexture = textureAtlas; | |
rend.material.shader = Shader.Find("Mobile/Diffuse"); | |
for (int x = 0; x < Size; x++) { | |
for (int y = 0; y < Height; y++) { | |
for (int z = 0; z < Size; z++) { | |
blocks[x, y, z] = | |
y > heightMap[x, z] * Height ? | |
AirBlock.Instance : new GrassBlock(); | |
} | |
} | |
} | |
var meshData = new MeshData(); | |
for (int x = 0; x < Size; x++) { | |
for (int y = 0; y < Height; y++) { | |
for (int z = 0; z < Size; z++) { | |
meshData = blocks[x, y, z].GetBlockData( | |
this, new Vector3Int(x, y, z), meshData); | |
} | |
} | |
} | |
meshData.RecalculateNormals(); | |
// Set the mesh in the MeshFilter for display. | |
var filter = GetComponent<MeshFilter>(); | |
filter.mesh.vertices = meshData.verts.ToArray(); | |
filter.mesh.triangles = meshData.tris.ToArray(); | |
filter.mesh.normals = meshData.normals.ToArray(); | |
filter.mesh.uv = meshData.uvs.ToArray(); | |
// Set the mesh in the MeshCollider for collision. | |
var coll = GetComponent<MeshCollider>(); | |
var collMesh = new Mesh(); | |
collMesh.vertices = meshData.colliderVerts.ToArray(); | |
collMesh.triangles = meshData.colliderTris.ToArray(); | |
collMesh.normals = meshData.colliderNormals.ToArray(); | |
coll.sharedMesh = collMesh; | |
transform.position = transform.position + | |
Vector3.one * 0.5f - new Vector3(Size / 2, 0, Size / 2); | |
} | |
} |
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