Beispiel #1
0
        /// <summary>
        /// Deforms the terrain in a spherical region around the point
        /// </summary>
        /// <param name="point">The point to modify the terrain around</param>
        /// <param name="addTerrain">Should terrain be added or removed</param>
        /// <param name="deformSpeed">How fast the terrain should be deformed</param>
        /// <param name="range">How far the deformation can reach</param>
        private void EditTerrain(Vector3 point, bool addTerrain, float deformSpeed, float range)
        {
            int buildModifier = addTerrain ? 1 : -1;

            int hitX = Mathf.RoundToInt(point.x);
            int hitY = Mathf.RoundToInt(point.y);
            int hitZ = Mathf.RoundToInt(point.z);

            int intRange = Mathf.CeilToInt(range);

            for (int x = -intRange; x <= intRange; x++)
            {
                for (int y = -intRange; y <= intRange; y++)
                {
                    for (int z = -intRange; z <= intRange; z++)
                    {
                        int offsetX = hitX - x;
                        int offsetY = hitY - y;
                        int offsetZ = hitZ - z;

                        int3  offsetPoint = new int3(offsetX, offsetY, offsetZ);
                        float distance    = math.distance(offsetPoint, point);
                        if (distance > range)
                        {
                            continue;
                        }

                        float modificationAmount = deformSpeed / distance * buildModifier;

                        if (voxelDataStore.TryGetVoxelData(offsetPoint, out float oldVoxelData))
                        {
                            float newVoxelData = oldVoxelData - modificationAmount;
                            voxelDataStore.SetVoxelData(newVoxelData, offsetPoint);
                        }
                    }
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// Get a point on the flattening plane and flatten the terrain around it
        /// </summary>
        private void FlattenTerrain()
        {
            PlaneLineIntersectionResult result = IntersectionUtilities.PlaneLineIntersection(_flatteningOrigin, _flatteningNormal, playerCamera.position, playerCamera.forward, out float3 intersectionPoint);

            if (result != PlaneLineIntersectionResult.OneHit)
            {
                return;
            }

            int intRange = (int)math.ceil(deformRange);

            for (int x = -intRange; x <= intRange; x++)
            {
                for (int y = -intRange; y <= intRange; y++)
                {
                    for (int z = -intRange; z <= intRange; z++)
                    {
                        int3   localPosition = new int3(x, y, z);
                        float3 offsetPoint   = intersectionPoint + localPosition;

                        float distance = math.distance(offsetPoint, intersectionPoint);
                        if (distance > deformRange)
                        {
                            continue;
                        }

                        int3 voxelDataWorldPosition = (int3)offsetPoint;
                        if (voxelDataStore.TryGetVoxelData(voxelDataWorldPosition, out float oldVoxelData))
                        {
                            float voxelDataChange = (math.dot(_flatteningNormal, voxelDataWorldPosition) - math.dot(_flatteningNormal, _flatteningOrigin)) / deformRange;
                            voxelDataStore.SetVoxelData((voxelDataChange * 0.5f + oldVoxelData) * 0.8f, voxelDataWorldPosition);
                        }
                    }
                }
            }
        }