Files
Ipseity-Demo/Assets/_Content/Scripts/Features/LiminalSpaces/BoatOnLake/Water/WaterVolumeBase.cs
T

397 lines
16 KiB
C#

#region Using statements
using Unheimlich.Core;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace Unheimlich.VFX.StylisedWater
{
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
public class WaterVolumeBase : MonoBehaviour
{
#region Constants
public const int MAX_TILES_X = 100;
public const int MAX_TILES_Y = 50;
public const int MAX_TILES_Z = 100;
#endregion
#region Flag lists
[System.Flags]
public enum TileFace : int
{
NegX = 1,
PosX = 2,
NegZ = 4,
PosZ = 8
}
#endregion
#region Private fields
protected bool isDirty = true;
private UnityEngine.Mesh mesh = null;
private MeshFilter meshFilter = null;
private bool[,,] tiles = null;
#endregion
#region Public fields
[FlagEnum]
public TileFace IncludeFaces = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
[FlagEnum]
public TileFace IncludeFoam = TileFace.NegX | TileFace.NegZ | TileFace.PosX | TileFace.PosZ;
[Range(0.1f, 100f)]
public float TileSize = 1f;
public bool ShowDebug = true;
public bool RealtimeUpdates = false;
#endregion
#region Private methods
private void ensureReferences()
{
// ensure a mesh filter
if (meshFilter == null)
{
mesh = null;
meshFilter = gameObject.GetComponent<MeshFilter>();
if (meshFilter == null)
{
meshFilter = gameObject.AddComponent<MeshFilter>();
}
}
// ensure a mesh
if (mesh == null)
{
mesh = meshFilter.sharedMesh;
if (mesh == null || mesh.name != "WaterVolume-" + gameObject.GetInstanceID())
{
mesh = new UnityEngine.Mesh();
mesh.name = "WaterVolume-" + gameObject.GetInstanceID();
}
}
// apply the mesh to the filter
meshFilter.sharedMesh = mesh;
}
#endregion
#region Public methods
public float? GetHeight(Vector3 _position)
{
// convert the position to a tile
var x = Mathf.FloorToInt((_position.x - transform.position.x + 0.5f) / TileSize);
var z = Mathf.FloorToInt((_position.z - transform.position.z + 0.5f) / TileSize);
// check if out of bounds
if (x < 0 || x >= MAX_TILES_X || z < 0 || z >= MAX_TILES_Z)
{
return null;
}
// find the highest active water block in the column
// TODO : could be reworked to cater for gaps
for (var y = MAX_TILES_Y - 1; y >= 0; y--)
{
if (tiles[x, y, z])
{
return transform.position.y + y * TileSize;
}
}
// no water in the column
return null;
}
public void Rebuild()
{
// Debug.Log("rebuilding water volume \"" + gameObject.name + "\"");
// ensure references to components before trying to use them
ensureReferences();
// delete any existing mesh
mesh.Clear();
// allow any child class to generate the tiles to build from
tiles = new bool[MAX_TILES_X, MAX_TILES_Y, MAX_TILES_Z];
GenerateTiles(ref tiles);
// prepare buffers for the mesh data
var vertices = new List<Vector3>();
var normals = new List<Vector3>();
var uvs = new List<Vector2>();
var colors = new List<Color>();
var indices = new List<int>();
// iterate the tiles
for (var x = 0; x < MAX_TILES_X; x++)
{
for (var y = 0; y < MAX_TILES_Y; y++)
{
for (var z = 0; z < MAX_TILES_Z; z++)
{
// check there is water here
if (!tiles[x, y, z])
{
continue;
}
// calculate tile position
var x0 = x * TileSize - 0.5f;
var x1 = x0 + TileSize;
var y0 = y * TileSize - 0.5f;
var y1 = y0 + TileSize;
var z0 = z * TileSize - 0.5f;
var z1 = z0 + TileSize;
var ux0 = x0 + transform.position.x;
var ux1 = x1 + transform.position.x;
var uy0 = y0 + transform.position.y;
var uy1 = y1 + transform.position.y;
var uz0 = z0 + transform.position.z;
var uz1 = z1 + transform.position.z;
// check for edges
var negX = x == 0 || !tiles[x - 1, y, z];
var posX = x == MAX_TILES_X - 1 || !tiles[x + 1, y, z];
var negY = y == 0 || !tiles[x, y - 1, z];
var posY = y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z];
var negZ = z == 0 || !tiles[x, y, z - 1];
var posZ = z == MAX_TILES_Z - 1 || !tiles[x, y, z + 1];
var negXnegZ = !negX && !negZ && x > 0 && z > 0 && !tiles[x - 1, y, z - 1];
var negXposZ = !negX && !posZ && x > 0 && z < MAX_TILES_Z && !tiles[x - 1, y, z + 1];
var posXposZ = !posX && !posZ && x < MAX_TILES_X && z < MAX_TILES_Z && !tiles[x + 1, y, z + 1];
var posXnegZ = !posX && !negZ && x < MAX_TILES_X && z > 0 && !tiles[x + 1, y, z - 1];
var faceNegX = negX && (IncludeFaces & TileFace.NegX) == TileFace.NegX;
var facePosX = posX && (IncludeFaces & TileFace.PosX) == TileFace.PosX;
var faceNegZ = negZ && (IncludeFaces & TileFace.NegZ) == TileFace.NegZ;
var facePosZ = posZ && (IncludeFaces & TileFace.PosZ) == TileFace.PosZ;
var foamNegX = negX && (IncludeFoam & TileFace.NegX) == TileFace.NegX;
var foamPosX = posX && (IncludeFoam & TileFace.PosX) == TileFace.PosX;
var foamNegZ = negZ && (IncludeFoam & TileFace.NegZ) == TileFace.NegZ;
var foamPosZ = posZ && (IncludeFoam & TileFace.PosZ) == TileFace.PosZ;
var foamNegXnegZ = negXnegZ && ((IncludeFoam & TileFace.NegX) == TileFace.NegX || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
var foamNegXposZ = negXposZ && ((IncludeFoam & TileFace.PosX) == TileFace.PosX || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
var foamPosXposZ = posXposZ && ((IncludeFoam & TileFace.NegZ) == TileFace.NegZ || (IncludeFoam & TileFace.PosZ) == TileFace.PosZ);
var foamPosXnegZ = posXnegZ && ((IncludeFoam & TileFace.PosZ) == TileFace.PosZ || (IncludeFoam & TileFace.NegZ) == TileFace.NegZ);
// create the top face
if (y == MAX_TILES_Y - 1 || !tiles[x, y + 1, z])
{
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x1, y1, z0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
normals.Add(new Vector3(0, 1, 0));
uvs.Add(new Vector2(ux0, uz0));
uvs.Add(new Vector2(ux0, uz1));
uvs.Add(new Vector2(ux1, uz1));
uvs.Add(new Vector2(ux1, uz0));
colors.Add(foamNegX || foamNegZ || foamNegXnegZ ? Color.red : Color.black);
colors.Add(foamNegX || foamPosZ || foamNegXposZ ? Color.red : Color.black);
colors.Add(foamPosX || foamPosZ || foamPosXposZ ? Color.red : Color.black);
colors.Add(foamPosX || foamNegZ || foamPosXnegZ ? Color.red : Color.black);
var v = vertices.Count - 4;
if (foamNegX && foamPosZ || foamPosX && foamNegZ)
{
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v + 3);
indices.Add(v);
indices.Add(v + 1);
}
else
{
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
}
// create the side faces
if (faceNegX)
{
vertices.Add(new Vector3(x0, y0, z1));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x0, y0, z0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
normals.Add(new Vector3(-1, 0, 0));
uvs.Add(new Vector2(uz1, uy0));
uvs.Add(new Vector2(uz1, uy1));
uvs.Add(new Vector2(uz0, uy1));
uvs.Add(new Vector2(uz0, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (facePosX)
{
vertices.Add(new Vector3(x1, y0, z0));
vertices.Add(new Vector3(x1, y1, z0));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x1, y0, z1));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
normals.Add(new Vector3(1, 0, 0));
uvs.Add(new Vector2(uz0, uy0));
uvs.Add(new Vector2(uz0, uy1));
uvs.Add(new Vector2(uz1, uy1));
uvs.Add(new Vector2(uz1, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (faceNegZ)
{
vertices.Add(new Vector3(x0, y0, z0));
vertices.Add(new Vector3(x0, y1, z0));
vertices.Add(new Vector3(x1, y1, z0));
vertices.Add(new Vector3(x1, y0, z0));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
normals.Add(new Vector3(0, 0, -1));
uvs.Add(new Vector2(ux0, uy0));
uvs.Add(new Vector2(ux0, uy1));
uvs.Add(new Vector2(ux1, uy1));
uvs.Add(new Vector2(ux1, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
if (facePosZ)
{
vertices.Add(new Vector3(x1, y0, z1));
vertices.Add(new Vector3(x1, y1, z1));
vertices.Add(new Vector3(x0, y1, z1));
vertices.Add(new Vector3(x0, y0, z1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
normals.Add(new Vector3(0, 0, 1));
uvs.Add(new Vector2(ux1, uy0));
uvs.Add(new Vector2(ux1, uy1));
uvs.Add(new Vector2(ux0, uy1));
uvs.Add(new Vector2(ux0, uy0));
colors.Add(Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(posY ? Color.red : Color.black);
colors.Add(Color.black);
var v = vertices.Count - 4;
indices.Add(v);
indices.Add(v + 1);
indices.Add(v + 2);
indices.Add(v + 2);
indices.Add(v + 3);
indices.Add(v);
}
}
}
}
// apply the buffers
mesh.SetVertices(vertices);
mesh.SetNormals(normals);
mesh.SetUVs(0, uvs);
mesh.SetColors(colors);
mesh.SetTriangles(indices, 0);
// update
mesh.RecalculateBounds();
//mesh.RecalculateNormals();
mesh.RecalculateTangents();
meshFilter.sharedMesh = mesh;
// flag as clean
isDirty = false;
}
#endregion
#region Virtual methods
protected virtual void GenerateTiles(ref bool[,,] _tiles) { }
public virtual void Validate() { }
#endregion
#region MonoBehaviour events
void OnValidate()
{
// keep tile size in a sensible range
TileSize = Mathf.Clamp(TileSize, 0.1f, 100f);
// allow any child class to perform validation
Validate();
// flag as needing rebuilding
isDirty = true;
}
void Update()
{
// rebuild if needed
if (isDirty || (!Application.isPlaying && RealtimeUpdates))
{
Rebuild();
}
}
#endregion
}
}