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Cleanup
1 parent 1d8d99c commit ef06c51

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4 files changed

+72
-56
lines changed

4 files changed

+72
-56
lines changed

Runtime/Utility/VoxelMeshUtility.cs

Lines changed: 51 additions & 51 deletions
Original file line numberDiff line numberDiff line change
@@ -145,21 +145,21 @@ public static VoxelMeshData CreateMeshData(float[] heightMap, int width, int hei
145145

146146
public class VoxelMeshData
147147
{
148-
private List<Vector3> vertices = new List<Vector3>();
149-
private List<Vector2> uv = new List<Vector2>();
150-
private List<int> triangles = new List<int>();
148+
private readonly List<Vector3> _vertices = new List<Vector3>();
149+
private readonly List<Vector2> _uv = new List<Vector2>();
150+
private readonly List<int> _triangles = new List<int>();
151151

152-
private int width;
153-
private int height;
154-
private int quadCount;
155-
private Vector2Int offset;
152+
private readonly int _width;
153+
private readonly int _height;
154+
private int _quadCount;
155+
private readonly Vector2Int _offset;
156156

157157
public VoxelMeshData(int width, int height, Vector2Int offset)
158158
{
159-
this.width = width;
160-
this.height = height;
161-
this.offset = offset;
162-
quadCount = 0;
159+
_width = width;
160+
_height = height;
161+
_offset = offset;
162+
_quadCount = 0;
163163
}
164164

165165
/// <summary>
@@ -177,10 +177,10 @@ public void AddUpQuad(int x, int y, float elevation)
177177
var topRight = new Vector3(x + 1, elevation, y + 1);
178178
var bottomRight = new Vector3(x + 1, elevation, y);
179179

180-
vertices.Add(bottomLeft);
181-
vertices.Add(topLeft);
182-
vertices.Add(topRight);
183-
vertices.Add(bottomRight);
180+
_vertices.Add(bottomLeft);
181+
_vertices.Add(topLeft);
182+
_vertices.Add(topRight);
183+
_vertices.Add(bottomRight);
184184

185185
AddUV(x, y);
186186
AddTriangles();
@@ -201,10 +201,10 @@ public void AddLeftQuad(int x, int y, float elevation, float depth)
201201
var topRight = new Vector3(x, elevation, y);
202202
var bottomRight = new Vector3(x, elevation - depth, y);
203203

204-
vertices.Add(bottomLeft);
205-
vertices.Add(topLeft);
206-
vertices.Add(topRight);
207-
vertices.Add(bottomRight);
204+
_vertices.Add(bottomLeft);
205+
_vertices.Add(topLeft);
206+
_vertices.Add(topRight);
207+
_vertices.Add(bottomRight);
208208

209209
AddUV(x, y);
210210
AddTriangles();
@@ -225,10 +225,10 @@ public void AddRightQuad(int x, int y, float elevation, float depth)
225225
var topRight = new Vector3(x + 1, elevation, y + 1);
226226
var bottomRight = new Vector3(x + 1, elevation - depth, y + 1);
227227

228-
vertices.Add(bottomLeft);
229-
vertices.Add(topLeft);
230-
vertices.Add(topRight);
231-
vertices.Add(bottomRight);
228+
_vertices.Add(bottomLeft);
229+
_vertices.Add(topLeft);
230+
_vertices.Add(topRight);
231+
_vertices.Add(bottomRight);
232232

233233
AddUV(x, y);
234234
AddTriangles();
@@ -249,10 +249,10 @@ public void AddBackQuad(int x, int y, float elevation, float depth)
249249
var topRight = new Vector3(x + 1, elevation, y);
250250
var bottomRight = new Vector3(x + 1, elevation - depth, y);
251251

252-
vertices.Add(bottomLeft);
253-
vertices.Add(topLeft);
254-
vertices.Add(topRight);
255-
vertices.Add(bottomRight);
252+
_vertices.Add(bottomLeft);
253+
_vertices.Add(topLeft);
254+
_vertices.Add(topRight);
255+
_vertices.Add(bottomRight);
256256

257257
AddUV(x, y);
258258
AddTriangles();
@@ -273,10 +273,10 @@ public void AddFrontQuad(int x, int y, float elevation, float depth)
273273
var topRight = new Vector3(x, elevation, y + 1);
274274
var bottomRight = new Vector3(x, elevation - depth, y + 1);
275275

276-
vertices.Add(bottomLeft);
277-
vertices.Add(topLeft);
278-
vertices.Add(topRight);
279-
vertices.Add(bottomRight);
276+
_vertices.Add(bottomLeft);
277+
_vertices.Add(topLeft);
278+
_vertices.Add(topRight);
279+
_vertices.Add(bottomRight);
280280

281281
AddUV(x, y);
282282
AddTriangles();
@@ -291,43 +291,43 @@ public void AddFrontQuad(int x, int y, float elevation, float depth)
291291
private void AddUV(int x, int y, float padding = 0.1f)
292292
{
293293
//We need to add the offset so UVs are shifted to correct texture chunk
294-
var uvBottomLeft = new Vector2((x + offset.x + padding) / width, (y + offset.y + padding) / height);
295-
var uvTopLeft = new Vector2((x + offset.x + padding) / width, (y + offset.y + 1 - padding) / height);
296-
var uvTopRight = new Vector2((x + offset.x + 1 - padding) / width, (y + offset.y + 1 - padding) / height);
297-
var uvBottomRight = new Vector2((x + offset.x + 1 - padding) / width, (y + offset.y + padding) / height);
298-
299-
uv.Add(uvBottomLeft);
300-
uv.Add(uvTopLeft);
301-
uv.Add(uvTopRight);
302-
uv.Add(uvBottomRight);
294+
var uvBottomLeft = new Vector2((x + _offset.x + padding) / _width, (y + _offset.y + padding) / _height);
295+
var uvTopLeft = new Vector2((x + _offset.x + padding) / _width, (y + _offset.y + 1 - padding) / _height);
296+
var uvTopRight = new Vector2((x + _offset.x + 1 - padding) / _width, (y + _offset.y + 1 - padding) / _height);
297+
var uvBottomRight = new Vector2((x + _offset.x + 1 - padding) / _width, (y + _offset.y + padding) / _height);
298+
299+
_uv.Add(uvBottomLeft);
300+
_uv.Add(uvTopLeft);
301+
_uv.Add(uvTopRight);
302+
_uv.Add(uvBottomRight);
303303
}
304304

305305
/// <summary>
306306
/// Add triangles for current quad
307307
/// </summary>
308308
private void AddTriangles()
309309
{
310-
int triangleIndex = quadCount * 4;
310+
int triangleIndex = _quadCount * 4;
311311

312-
triangles.Add(triangleIndex + 0);
313-
triangles.Add(triangleIndex + 1);
314-
triangles.Add(triangleIndex + 2);
312+
_triangles.Add(triangleIndex + 0);
313+
_triangles.Add(triangleIndex + 1);
314+
_triangles.Add(triangleIndex + 2);
315315

316-
triangles.Add(triangleIndex + 0);
317-
triangles.Add(triangleIndex + 2);
318-
triangles.Add(triangleIndex + 3);
316+
_triangles.Add(triangleIndex + 0);
317+
_triangles.Add(triangleIndex + 2);
318+
_triangles.Add(triangleIndex + 3);
319319

320-
quadCount++;
320+
_quadCount++;
321321
}
322322

323323

324324
public Mesh CreateMesh()
325325
{
326326
var mesh = new Mesh
327327
{
328-
vertices = vertices.ToArray(),
329-
triangles = triangles.ToArray(),
330-
uv = uv.ToArray()
328+
vertices = _vertices.ToArray(),
329+
triangles = _triangles.ToArray(),
330+
uv = _uv.ToArray()
331331
};
332332
mesh.RecalculateNormals();
333333
return mesh;

Runtime/Visualizers/PoissonVisualizer.cs

Lines changed: 13 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -6,12 +6,20 @@ namespace Gameframe.Procgen
66
{
77
public class PoissonVisualizer : MonoBehaviour
88
{
9-
public int seed = 0;
10-
public Vector2Int imageSize;
11-
public float radius = 1f;
12-
public int maxSamplesPerPoint = 100;
9+
[SerializeField]
10+
private int seed;
11+
12+
[SerializeField]
13+
private Vector2Int imageSize;
14+
15+
[SerializeField]
16+
private float radius = 1f;
17+
18+
[SerializeField]
19+
private int maxSamplesPerPoint = 100;
1320

14-
[SerializeField] private MeshRenderer _renderer;
21+
[SerializeField]
22+
private MeshRenderer _renderer;
1523

1624
private void Start()
1725
{

Runtime/csc.rsp

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1 @@
1+
-nowarn:CS0649

Runtime/csc.rsp.meta

Lines changed: 7 additions & 0 deletions
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