public void RequestRock(RockData rockData, Vector3 Pos, Action <GameObject> callback)
        {
            if (ThreadsAlive.Count >= MaxThreads)
            {
                ThreadMethodsToStart.Enqueue(() => RequestRock(rockData, Pos, callback));
                return;
            }

            RockThreadReturnData ReturnData = new RockThreadReturnData();

            //rockData.Setup();
            ReturnData.RockPos          = Pos;
            ReturnData.RockData         = rockData;
            ReturnData.ManagerCallBack  = ManagerCallBack;
            ReturnData.OriginalCallBack = callback;


            Thread t = new Thread(delegate()
            {
                RockGenerator.Build(ReturnData);
            });

            t.IsBackground = true;
            t.Start();
            ThreadsAlive.Add(t);
        }
Beispiel #2
0
        public static void Build(RockThreadReturnData returnData)
        {
            RockData  data = returnData.RockData;
            MeshDraft MD;

            switch (data.RockBasePrimitiveShape)
            {
            case RockData.BasePrimitiveShapes.Dodecahedron:
                MD = MeshDraft.Dodecahedron(0.5f);
                break;

            case RockData.BasePrimitiveShapes.Icosahedron:
                MD = MeshDraft.Icosahedron(0.5f, false);
                break;

            case RockData.BasePrimitiveShapes.Prism:
                MD = MeshDraft.Prism(0.5f, data.Segments, 1f, false);
                break;

            case RockData.BasePrimitiveShapes.Pyramid:
                MD = MeshDraft.Pyramid(0.5f, data.Segments, 1f, false);
                break;

            default:
                MD = MeshDraft.Sphere(0.5f, data.Segments, data.Segments, false);
                break;
            }
            ;
            MeshObjectData rock = new MeshObjectData();

            rock.vertices  = MD.vertices.ToArray();
            rock.triangles = MD.triangles.ToArray();
            rock.tangents  = MD.tangents.ToArray();
            rock.AutoWeldMesh(0.0001f, 0.4f);
            Vector3[] verts = rock.vertices;
            INoise    noise = new SimplexNoise(data.RockSeed, 0.3f, 0.2f);
            Rand      r     = new Rand(data.RockSeed);

            for (int i = 0; i < verts.Length; i++)
            {
                float currentNoise = NoiseGen(noise, 3, verts[i].x / 0.5f, verts[i].y / 0.5f, verts[i].z / 0.5f);
                //currentNoise*=2;
                Vector3 norm = verts[i].normalized;
                verts[i].x += currentNoise * norm.x;
                verts[i].y += currentNoise * norm.y;
                verts[i].z += currentNoise * norm.z;

                verts[i].x *= 3;
                verts[i].y *= 1.2f;
                verts[i].z *= 1.5f;
            }
            rock.vertices = verts;
            rock.flatShade();

            Color[] vertexColor = new Color[rock.vertices.Length];

            for (int i = 0; i < rock.vertices.Length; i++)
            {
                vertexColor[i] = data.RockGradientColor.Color.Evaluate(1 - rock.vertices[i].y);
            }

            rock.colors = vertexColor;
            returnData.RockBuildData = rock;
            returnData.ManagerCallBack(returnData);
        }