code a marching cubes algorithim in unity using rotation maps based on on marching cubes by greg nielson in csharp

Here's an example implementation of the marching cubes algorithm in Unity using rotation maps based on Greg Nielson's method:

main.cs
// Define vertex and triangle table for marching cubes algorithm
private int[,] vertTable = new int[,] { ... };
private int[,] triTable = new int[,] { ... };

// Define rotation maps for marching cubes algorithm
private int[] rotMapX = new int[] { ... };
private int[] rotMapY = new int[] { ... };
private int[] rotMapZ = new int[] { ... };

// Marching cubes algorithm implementation
public void MarchingCubes(float[,,] data, Vector3 voxelSize, Vector3 offset)
{
    // Create mesh object
    Mesh mesh = new Mesh();
    List<Vector3> vertices = new List<Vector3>();
    List<int> triangles = new List<int>();

    // Iterate over each voxel
    for (int x = 0; x < data.GetLength(0) - 1; x++)
    {
        for (int y = 0; y < data.GetLength(1) - 1; y++)
        {
            for (int z = 0; z < data.GetLength(2) - 1; z++)
            {
                // Get corner values of voxel
                float[] values = new float[8];
                for (int i = 0; i < 8; i++)
                {
                    int cx = x + (int)rotMapX[i];
                    int cy = y + (int)rotMapY[i];
                    int cz = z + (int)rotMapZ[i];
                    values[i] = data[cx, cy, cz];
                }

                // Determine edge intersections and vertex positions
                int cubeIndex = 0;
                Vector3[] vertexPositions = new Vector3[12];
                for (int i = 0; i < 8; i++)
                {
                    if (values[i] < threshold)
                        cubeIndex |= 1 << i;
                }
                for (int i = 0; i < 12; i++)
                {
                    if ((edgeTable[cubeIndex] & (1 << i)) != 0)
                    {
                        int v1 = cornerIndexAFromEdge[i];
                        int v2 = cornerIndexBFromEdge[i];
                        float delta = (threshold - values[v1]) / (values[v2] - values[v1]);
                        vertexPositions[i] = new Vector3(
                            (float)(x + (int)rotMapX[v1] + delta * ((int)rotMapX[v2] - (int)rotMapX[v1])) * voxelSize.x + offset.x,
                            (float)(y + (int)rotMapY[v1] + delta * ((int)rotMapY[v2] - (int)rotMapY[v1])) * voxelSize.y + offset.y,
                            (float)(z + (int)rotMapZ[v1] + delta * ((int)rotMapZ[v2] - (int)rotMapZ[v1])) * voxelSize.z + offset.z
                            );
                    }
                }

                // Add triangles to mesh
                for (int i = 0; triTable[cubeIndex, i] != -1; i += 3)
                {
                    triangles.Add(vertices.Count);
                    triangles.Add(vertices.Count + 1);
                    triangles.Add(vertices.Count + 2);
                    vertices.Add(vertexPositions[triTable[cubeIndex, i]]);
                    vertices.Add(vertexPositions[triTable[cubeIndex, i + 1]]);
                    vertices.Add(vertexPositions[triTable[cubeIndex, i + 2]]);
                }
            }
        }
    }

    // Set mesh vertices and triangles
    mesh.vertices = vertices.ToArray();
    mesh.triangles = triangles.ToArray();

    // Set mesh to gameobject
    MeshFilter meshFilter = GetComponent<MeshFilter>();
    MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
    meshFilter.mesh = mesh;
    meshRenderer.enabled = true;
}
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Note that this implementation assumes that you have already defined the necessary tables (vertTable, triTable, rotMapX, rotMapY, rotMapZ) for the marching cubes algorithm based on Greg Nielson's method. You will also need to specify a threshold value to determine which voxels are considered solid. Finally, you will need to provide voxelSize and offset values to calculate the actual positions of the mesh vertices.

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