Ejemplo n.º 1
0
    public void Create()
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            DestroyImmediate(transform.GetChild(i).gameObject);
        }

        chunks = new List <WorldChunk>();
        List <Vector3>  vertList = new List <Vector3>();
        List <Triangle> faces    = new List <Triangle>();

        //create the initial 20-sided icosahedron
        float t = (1f + Mathf.Sqrt(5f)) / 2f;

        vertList.Add(new Vector3(-1f, t, 0f).normalized *radius);
        vertList.Add(new Vector3(1f, t, 0f).normalized *radius);
        vertList.Add(new Vector3(-1f, -t, 0f).normalized *radius);
        vertList.Add(new Vector3(1f, -t, 0f).normalized *radius);

        vertList.Add(new Vector3(0f, -1f, t).normalized *radius);
        vertList.Add(new Vector3(0f, 1f, t).normalized *radius);
        vertList.Add(new Vector3(0f, -1f, -t).normalized *radius);
        vertList.Add(new Vector3(0f, 1f, -t).normalized *radius);

        vertList.Add(new Vector3(t, 0f, -1f).normalized *radius);
        vertList.Add(new Vector3(t, 0f, 1f).normalized *radius);
        vertList.Add(new Vector3(-t, 0f, -1f).normalized *radius);
        vertList.Add(new Vector3(-t, 0f, 1f).normalized *radius);

        faces.Add(new Triangle(0, 1, 7));
        faces.Add(new Triangle(0, 5, 1));
        faces.Add(new Triangle(0, 7, 10));
        faces.Add(new Triangle(0, 10, 11));
        faces.Add(new Triangle(0, 11, 5));
        faces.Add(new Triangle(1, 5, 9));
        faces.Add(new Triangle(3, 9, 4));
        faces.Add(new Triangle(3, 4, 2));
        faces.Add(new Triangle(3, 2, 6));
        faces.Add(new Triangle(3, 6, 8));
        faces.Add(new Triangle(3, 8, 9));
        faces.Add(new Triangle(5, 11, 4));
        faces.Add(new Triangle(11, 10, 2));
        faces.Add(new Triangle(10, 7, 6));
        faces.Add(new Triangle(7, 1, 8));
        faces.Add(new Triangle(4, 9, 5));
        faces.Add(new Triangle(2, 4, 11));
        faces.Add(new Triangle(6, 2, 10));
        faces.Add(new Triangle(8, 6, 7));
        faces.Add(new Triangle(9, 8, 1));

        foreach (Triangle triangle in faces)
        {
            GameObject chunk = new GameObject("Chunk");
            chunk.tag = "Planet";
            chunk.transform.SetParent(this.transform);
            chunk.transform.localPosition = new Vector3(0, 0, 0);
            WorldChunk worldChunk = chunk.AddComponent <WorldChunk>();
            worldChunk.SetComponents(this.GetComponent <MeshRenderer>().sharedMaterial, radius);

            Vector3[] initialVertices = new Vector3[] {
                vertList[triangle.p1],
                vertList[triangle.p2],
                vertList[triangle.p3]
            };

            worldChunk.Create(initialVertices, subdivideIterations);

            float height = 0;
            foreach (TerrainNoise3D noise in noiseComponents)
            {
                height += noise.heightMultiplier;
            }

            worldChunk.AddNoise(this.transform.position, noiseComponents, heightGradient, 0, height);
            worldChunk.UpdateMesh();

            chunks.Add(worldChunk);
        }
    }