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@alexmalyutindev
Last active December 19, 2024 08:05
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Revisions

  1. alexmalyutindev revised this gist Dec 19, 2024. 2 changed files with 11 additions and 11 deletions.
    11 changes: 11 additions & 0 deletions TerrainChunkMeshGenerator.cs
    Original file line number Diff line number Diff line change
    @@ -20,6 +20,17 @@
    // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    // SOFTWARE.

    // Terrain Chunk Mesh Generator
    // ._____._____.
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|

    public static class TerrainChunkGenerator
    {
    public static int GetChunkDimension(int sections)
    11 changes: 0 additions & 11 deletions Example.cs → xExample.cs
    Original file line number Diff line number Diff line change
    @@ -1,14 +1,3 @@
    // Terrain Chunk Mesh Generator
    // ._____._____.
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|

    int sections = 2;

    int dimension = TerrainChunkGenerator.GetChunkDimension(sections);
  2. alexmalyutindev revised this gist Dec 19, 2024. 2 changed files with 49 additions and 55 deletions.
    93 changes: 49 additions & 44 deletions Example.cs
    Original file line number Diff line number Diff line change
    @@ -1,53 +1,58 @@
    public class Example
    {
    private static void Main(string[] args)
    {
    int sections = 2;
    // Terrain Chunk Mesh Generator
    // ._____._____.
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|

    int dimension = TerrainChunkGenerator.GetChunkDimension(sections);
    var vertices = TerrainChunkGenerator.GenChunkVertices(dimension);
    var normals = TerrainChunkGenerator.GenChunkNormals(dimension);
    var texcoords = TerrainChunkGenerator.GenChunkTexcoords(dimension);
    var indexes = TerrainChunkGenerator.GenChunkIndexes(dimension);
    int sections = 2;

    using (var file = File.Create("./test.obj"))
    {
    using var writer = new StreamWriter(file);
    int dimension = TerrainChunkGenerator.GetChunkDimension(sections);
    var vertices = TerrainChunkGenerator.GenChunkVertices(dimension);
    var normals = TerrainChunkGenerator.GenChunkNormals(dimension);
    var texcoords = TerrainChunkGenerator.GenChunkTexcoords(dimension);
    var indexes = TerrainChunkGenerator.GenChunkIndexes(dimension);

    writer.WriteLine("o terrain-chunk");
    writer.WriteLine("# Vertices");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(vertices[col + row * dimension].ToObjVertex());
    }
    }
    using (var file = File.Create("./test.obj"))
    {
    using var writer = new StreamWriter(file);

    writer.WriteLine("# Normals");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(normals[col + row * dimension].ToObjNormal());
    }
    }
    writer.WriteLine("o terrain-chunk");
    writer.WriteLine("# Vertices");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(vertices[col + row * dimension].ToObjVertex());
    }
    }

    writer.WriteLine("# Texcoords");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(texcoords[col + row * dimension].ToObjTexcoord());
    }
    }
    writer.WriteLine("# Normals");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(normals[col + row * dimension].ToObjNormal());
    }
    }

    writer.WriteLine("# Indexes");
    writer.WriteLine("g terrain-chunk");
    for (int i = 0; i < indexes.Length; i += 3)
    {
    writer.WriteLine("f " + string.Join(' ', indexes[i..(i + 3)].Select(index => $"{index}/{index}/{index}")));
    }
    writer.WriteLine("# Texcoords");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(texcoords[col + row * dimension].ToObjTexcoord());
    }
    }

    writer.WriteLine("# Indexes");
    writer.WriteLine("g terrain-chunk");
    for (int i = 0; i < indexes.Length; i += 3)
    {
    writer.WriteLine("f " + string.Join(' ', indexes[i..(i + 3)].Select(index => $"{index}/{index}/{index}")));
    }
    }
    11 changes: 0 additions & 11 deletions TerrainChunkMeshGenerator.cs
    Original file line number Diff line number Diff line change
    @@ -20,17 +20,6 @@
    // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    // SOFTWARE.

    // Terrain Chunk Mesh Generator
    // ._____._____.
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|

    public static class TerrainChunkGenerator
    {
    public static int GetChunkDimension(int sections)
  3. alexmalyutindev created this gist Dec 19, 2024.
    53 changes: 53 additions & 0 deletions Example.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,53 @@
    public class Example
    {
    private static void Main(string[] args)
    {
    int sections = 2;

    int dimension = TerrainChunkGenerator.GetChunkDimension(sections);
    var vertices = TerrainChunkGenerator.GenChunkVertices(dimension);
    var normals = TerrainChunkGenerator.GenChunkNormals(dimension);
    var texcoords = TerrainChunkGenerator.GenChunkTexcoords(dimension);
    var indexes = TerrainChunkGenerator.GenChunkIndexes(dimension);

    using (var file = File.Create("./test.obj"))
    {
    using var writer = new StreamWriter(file);

    writer.WriteLine("o terrain-chunk");
    writer.WriteLine("# Vertices");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(vertices[col + row * dimension].ToObjVertex());
    }
    }

    writer.WriteLine("# Normals");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(normals[col + row * dimension].ToObjNormal());
    }
    }

    writer.WriteLine("# Texcoords");
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    writer.WriteLine(texcoords[col + row * dimension].ToObjTexcoord());
    }
    }

    writer.WriteLine("# Indexes");
    writer.WriteLine("g terrain-chunk");
    for (int i = 0; i < indexes.Length; i += 3)
    {
    writer.WriteLine("f " + string.Join(' ', indexes[i..(i + 3)].Select(index => $"{index}/{index}/{index}")));
    }
    }
    }
    }
    165 changes: 165 additions & 0 deletions TerrainChunkMeshGenerator.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,165 @@
    // MIT License
    //
    // Copyright (c) 2024 Alexander Malyutin
    //
    // Permission is hereby granted, free of charge, to any person obtaining a copy
    // of this software and associated documentation files (the "Software"), to deal
    // in the Software without restriction, including without limitation the rights
    // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    // copies of the Software, and to permit persons to whom the Software is
    // furnished to do so, subject to the following conditions:
    //
    // The above copyright notice and this permission notice shall be included in all
    // copies or substantial portions of the Software.
    //
    // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
    // SOFTWARE.

    // Terrain Chunk Mesh Generator
    // ._____._____.
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|
    // |\ | /|\ | /|
    // |_\|/_|_\|/_|
    // | /|\ | /|\ |
    // |/_|_\|/_|_\|

    public static class TerrainChunkGenerator
    {
    public static int GetChunkDimension(int sections)
    {
    return sections * 2 + 1;
    }

    public static Vector3[] GenChunkVertices(int dimension)
    {
    var vertices = new Vector3[dimension * dimension];
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    vertices[col + row * dimension] = new Vector3(
    (float)col / (dimension - 1),
    0.0f,
    (float)row / (dimension - 1)
    );
    }
    }

    return vertices;
    }

    public static Vector3[] GenChunkNormals(int dimension)
    {
    var normals = new Vector3[dimension * dimension];
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    normals[col + row * dimension] = new Vector3(0.0f, 1.0f, 0.0f);
    }
    }

    return normals;
    }

    public static Vector2[] GenChunkTexcoords(int dimension)
    {
    var texcoords = new Vector2[dimension * dimension];
    for (int row = 0; row < dimension; row++)
    {
    for (int col = 0; col < dimension; col++)
    {
    texcoords[col + row * dimension] = new Vector2(
    (float)col / (dimension - 1),
    (float)row / (dimension - 1)
    );
    }
    }
    return texcoords;
    }

    public static int[] GenChunkIndexes(int dimension)
    {
    int[] indexes = new int[(dimension - 1) * (dimension - 1) * 2 * 3];
    var indexesSpan = new Span<int>(indexes, 0, indexes.Length);

    for (int row = 0; row < dimension - 1; row++)
    {
    for (int col = 0; col < dimension - 1; col++)
    {
    var temp = indexesSpan.Slice((col + row * (dimension - 1)) * 6, 6);
    GetQuadIndexes(col + row * dimension + 1, dimension, (col + row * dimension) % 2 == 0, ref temp);
    }
    }

    return indexes;
    }

    public static void GetQuadIndexes(int bottomLeftVertexIndex, int chunkDimension, bool antiDiagonal, ref Span<int> arr)
    {
    if (antiDiagonal)
    {
    // .__.
    // | /|
    // |/_|
    int k = 0;
    arr[k++] = bottomLeftVertexIndex;
    arr[k++] = bottomLeftVertexIndex + chunkDimension;
    arr[k++] = bottomLeftVertexIndex + chunkDimension + 1;

    arr[k++] = bottomLeftVertexIndex;
    arr[k++] = bottomLeftVertexIndex + chunkDimension + 1;
    arr[k++] = bottomLeftVertexIndex + 1;
    }
    else
    {
    // .__.
    // |\ |
    // |_\|
    int k = 0;
    arr[k++] = bottomLeftVertexIndex;
    arr[k++] = bottomLeftVertexIndex + chunkDimension;
    arr[k++] = bottomLeftVertexIndex + 1;

    arr[k++] = bottomLeftVertexIndex + 1;
    arr[k++] = bottomLeftVertexIndex + chunkDimension;
    arr[k++] = bottomLeftVertexIndex + chunkDimension + 1;
    }
    }
    }

    public struct Vector2
    {
    public float x, y;

    public Vector2(float x, float y) : this()
    {
    this.x = x;
    this.y = y;
    }

    public string ToObjTexcoord() => $"vt {x:F} {y:F}";
    }

    public struct Vector3
    {
    public float x, y, z;

    public Vector3(float x, float y, float z) : this()
    {
    this.x = x;
    this.y = y;
    this.z = z;
    }

    public string ToObjVertex() => $"v {x:F} {y:F} {z:F}";
    public string ToObjNormal() => $"vn {x:F} {y:F} {z:F}";
    }