I am trying to make a 3D-voxel game that uses the marching cubes algorithm to procedurally generate a game world. This is working fine so far, except that, on exactly perpendicular sides on the positive and negative x sides of a given perpendicular piece of the world/chunk mesh, it looks like the uv coordinates aren't quite right as it just displays a solid color instead of the texture. [![view of debug-chunks and the buggy sides][1]][1]
At <2.> you can see the chunk wall how it is supposed to look like and at <1.> you can see the weird bug. This ONLY occurs on exactly perpendicular x-side triangles! Those meshes in the image are debug-chunks to show the problem. All the noise-to-terrain translation works fine and I don't get any bugs there. It's only the uvs that cause problems. I am using the following code to populate the Mesh.vertices, Mesh.triangles and Mesh.uv:
void MakeChunkMeshData()
{
for (int x = 0; x < Variables.chunkSize.x - 1; x++)
{
for (int y = 0; y < Variables.chunkSize.y - 1; y++)
{
for (int z = 0; z < Variables.chunkSize.z - 1; z++)
{
byte[] cubeCornerSolidityValues = new byte[8]{
chunkMapSolidity[x, y, z],
chunkMapSolidity[x + 1, y, z],
chunkMapSolidity[x + 1, y + 1, z],
chunkMapSolidity[x, y + 1, z],
chunkMapSolidity[x, y, z + 1],
chunkMapSolidity[x + 1, y, z + 1],
chunkMapSolidity[x + 1, y + 1, z + 1],
chunkMapSolidity[x, y + 1, z + 1]
};
MarchOne(new Vector3Int(x, y, z), cubeCornerSolidityValues);
}
}
}
}
void DrawChunk()
{
chunkMesh.vertices = vertices.ToArray();
chunkMesh.triangles = triangles.ToArray();
chunkMesh.SetUVs(0, uvs.ToArray());
chunkMesh.RecalculateNormals();
}
void ClearMesh()
{
chunkMesh.Clear();
}
void ClearChunkMeshAndData()
{
chunkMesh.Clear();
uvs = new List<Vector2>();
vertices = new List<Vector3>();
triangles = new List<int>();
}
/// <summary>
/// cube contains bytes for each corner of the cube
/// </summary>
/// <param name="cube"></param>
/// <returns></returns>
int GetCubeConfiguration(byte[] cube)
{
int u = 0;
int result = 0;
for(int corner = 0; corner < 8; corner++)
{
if (cube[corner] < Variables.solidityThreshold)
{
u++;
result |= 1 << corner;
}
}
return result;
}
Vector2[] getUvsPerTriangle(byte[] voxelTypes)
{
int resId = voxelTypes[0];
if (voxelTypes[1] == voxelTypes[2])
resId = voxelTypes[1];
resId = 1;
Vector2 normalized = getUvCoordFromTextureIndex(resId) / Constants.TextureAtlasSizeTextures;
float textureLength = 1f/Constants.TextureAtlasSizeTextures;
Vector2[] result = new Vector2[3] {
normalized + new Vector2(1,0) * textureLength,
normalized + new Vector2(0,1) * textureLength,
normalized + new Vector2(1,1) * textureLength
};
//Debug.Log(result);
return result;
}
/// <summary>
/// returns the absolute x and y coordinates of the given texture in the atlas (example: [4, 1])
/// </summary>
/// <param name="textureIndex"></param>
/// <returns></returns>
Vector2 getUvCoordFromTextureIndex(int textureIndex)
{
int x = textureIndex % Constants.TextureAtlasSizeTextures;
int y = (textureIndex - x) / Constants.TextureAtlasSizeTextures;
return new Vector2(x, y);
}
/// <summary>
/// takes the chunk-wide mesh data and adds its results after marching one cube to it.
/// </summary>
/// <returns></returns>
void MarchOne(Vector3Int offset, byte[] cube)
{
int configuration = GetCubeConfiguration(cube);
byte[] voxelTypes = new byte[3];
int edge = 0;
for (int i = 0; i < 5; i++) //loop at max 5 times (max number of triangles in one cube config)
{
for(int v = 0; v < 3; v++) // loop 3 times through shit(count of vertices in a TRIangle, who would have thought...)
{
int cornerIndex = VoxelData.TriangleTable[configuration, edge];
if (cornerIndex == -1) // indicates the end of the list of vertices/triangles
return;
Vector3 vertex1 = lwTo.Vec3(VoxelData.EdgeTable[cornerIndex, 0]) + offset;
Vector3 vertex2 = lwTo.Vec3(VoxelData.EdgeTable[cornerIndex, 1]) + offset;
Vector3Int vertexIndex1 = lwTo.Vec3Int(VoxelData.EdgeTable[cornerIndex, 0]) + offset;
Vector3Int vertexIndex2 = lwTo.Vec3Int(VoxelData.EdgeTable[cornerIndex, 1]) + offset;
Vector3 vertexPosition;
if (Variables.badGraphics)
{
vertexPosition = (vertex1 + vertex2) / 2f;
}
else
{
// currently using this "profile"
// this code determines the position of the vertices per triangle based on the value in chunkSolidityMap[,,]
float vert1Solidity = chunkMapSolidity[vertexIndex1.x, vertexIndex1.y, vertexIndex1.z];
float vert2Solidity = chunkMapSolidity[vertexIndex2.x, vertexIndex2.y, vertexIndex2.z];
float difference = vert2Solidity - vert1Solidity;
difference = (Variables.solidityThreshold - vert1Solidity) / difference;
vertexPosition = vertex1 + ((vertex2 - vertex1) * difference);
}
vertices.Add(vertexPosition);
triangles.Add(vertices.Count - 1);
voxelTypes[v] = chunkMapVoxelTypes[vertexIndex1.x, vertexIndex1.y, vertexIndex1.z];
edge++;
}
uvs.AddRange(getUvsPerTriangle(voxelTypes));
}
}
EDIT: when only slightly rotating the chunks, the weird problem immediately disappears. I don't know why, but at least i now have some clue what's going on here. [1]: https://i.stack.imgur.com/kYnkl.jpg