Ejemplo n.º 1
0
        private void AddQuad(MeshData meshData, MassiveGrassProfile profile, Element element, float density, int index)
        {
            var vOrigin   = index * 4;
            var iOrigin   = index * 6;
            var rand      = ParkAndMiller.Get(element.index);
            var normalRot = Quaternion.LookRotation(element.normal);
            var slant     = Quaternion.AngleAxis(profile.Slant * 90f * (rand - 0.5f), Vector3.right);
            var slantWeak = Quaternion.AngleAxis(profile.Slant * 45f * (rand - 0.5f), Vector3.right);
            var upRot     = Quaternion.AngleAxis(360f * rand, Vector3.up);
            var rot       = normalRot *
                            Quaternion.AngleAxis(90f, Vector3.right) *
                            upRot *
                            slant;
            var scale        = profile.Scale * (1 + 0.4f * (rand - 0.5f));
            var rightVec     = rot * Vector3.right;
            var upVec        = rot * Vector3.up;
            var p1           = scale.x * -rightVec * 0.5f + scale.y * upVec + Vector3.up * profile.GroundOffset;
            var p2           = scale.x * rightVec * 0.5f + scale.y * upVec + Vector3.up * profile.GroundOffset;
            var p3           = scale.x * rightVec * 0.5f + Vector3.up * profile.GroundOffset;
            var p4           = scale.x * -rightVec * 0.5f + Vector3.up * profile.GroundOffset;
            var normal       = element.normal;
            var normalBottom = element.normal;

            switch (profile.NormalType)
            {
            case NormalType.KeepMesh:
                break;

            case NormalType.Up:
                normalBottom = normal = rot * Vector3.up;
                break;

            case NormalType.Shading:
                normal       = rot * Vector3.up;
                normalBottom = rot * Vector3.forward;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            meshData.vertices[vOrigin + 0] = element.position + p1;
            meshData.vertices[vOrigin + 1] = element.position + p2;
            meshData.vertices[vOrigin + 2] = element.position + p3;
            meshData.vertices[vOrigin + 3] = element.position + p4;
            meshData.normals[vOrigin + 0]  = normal;
            meshData.normals[vOrigin + 1]  = normal;
            meshData.normals[vOrigin + 2]  = normalBottom;
            meshData.normals[vOrigin + 3]  = normalBottom;

            var attr1 = new MassiveGrassProfile.VertAttribute(density, rand, element.position, p1);
            var attr2 = new MassiveGrassProfile.VertAttribute(density, rand, element.position, p2);
            var attr3 = new MassiveGrassProfile.VertAttribute(density, rand, element.position, p3);
            var attr4 = new MassiveGrassProfile.VertAttribute(density, rand, element.position, p4);

            {
                var vColorR = profile.GetCustomVertexData(VertexDataType.VertexColorR, attr1);
                var vColorG = profile.GetCustomVertexData(VertexDataType.VertexColorG, attr1);
                var vColorB = profile.GetCustomVertexData(VertexDataType.VertexColorB, attr1);
                var vColorA = profile.GetCustomVertexData(VertexDataType.VertexColorA, attr1);
                meshData.colors[vOrigin + 0] = new Color(vColorR, vColorG, vColorB, vColorA);
            }
            {
                var vColorR = profile.GetCustomVertexData(VertexDataType.VertexColorR, attr2);
                var vColorG = profile.GetCustomVertexData(VertexDataType.VertexColorG, attr2);
                var vColorB = profile.GetCustomVertexData(VertexDataType.VertexColorB, attr2);
                var vColorA = profile.GetCustomVertexData(VertexDataType.VertexColorA, attr2);
                meshData.colors[vOrigin + 1] = new Color(vColorR, vColorG, vColorB, vColorA);
            }
            {
                var vColorR = profile.GetCustomVertexData(VertexDataType.VertexColorR, attr3);
                var vColorG = profile.GetCustomVertexData(VertexDataType.VertexColorG, attr3);
                var vColorB = profile.GetCustomVertexData(VertexDataType.VertexColorB, attr3);
                var vColorA = profile.GetCustomVertexData(VertexDataType.VertexColorA, attr3);
                meshData.colors[vOrigin + 2] = new Color(vColorR, vColorG, vColorB, vColorA);
            }
            {
                var vColorR = profile.GetCustomVertexData(VertexDataType.VertexColorR, attr4);
                var vColorG = profile.GetCustomVertexData(VertexDataType.VertexColorG, attr4);
                var vColorB = profile.GetCustomVertexData(VertexDataType.VertexColorB, attr4);
                var vColorA = profile.GetCustomVertexData(VertexDataType.VertexColorA, attr4);
                meshData.colors[vOrigin + 3] = new Color(vColorR, vColorG, vColorB, vColorA);
            }
            {
                var uv1Z = profile.GetCustomVertexData(VertexDataType.UV1Z, attr1);
                var uv1W = profile.GetCustomVertexData(VertexDataType.UV1W, attr1);
                meshData.uvs[vOrigin + 0] = new Vector4(0f, 1f, uv1Z, uv1W);
            }
            {
                var uv1Z = profile.GetCustomVertexData(VertexDataType.UV1Z, attr2);
                var uv1W = profile.GetCustomVertexData(VertexDataType.UV1W, attr2);
                meshData.uvs[vOrigin + 1] = new Vector4(1f, 1f, uv1Z, uv1W);
            }
            {
                var uv1Z = profile.GetCustomVertexData(VertexDataType.UV1Z, attr3);
                var uv1W = profile.GetCustomVertexData(VertexDataType.UV1W, attr3);
                meshData.uvs[vOrigin + 2] = new Vector4(1f, 0f, uv1Z, uv1W);
            }
            {
                var uv1Z = profile.GetCustomVertexData(VertexDataType.UV1Z, attr4);
                var uv1W = profile.GetCustomVertexData(VertexDataType.UV1W, attr4);
                meshData.uvs[vOrigin + 3] = new Vector4(0f, 0f, uv1Z, uv1W);
            }
            meshData.triangles[iOrigin + 0] = vOrigin + 0;
            meshData.triangles[iOrigin + 1] = vOrigin + 1;
            meshData.triangles[iOrigin + 2] = vOrigin + 2;
            meshData.triangles[iOrigin + 3] = vOrigin + 2;
            meshData.triangles[iOrigin + 4] = vOrigin + 3;
            meshData.triangles[iOrigin + 5] = vOrigin + 0;
        }
Ejemplo n.º 2
0
        private void Add(MeshData meshData, MassiveGrassProfile profile, Element element, float density, int index)
        {
            var vOrigin = index * templateData.vertexCount;
            var iOrigin = index * templateData.indecesCount;
            var rand    = ParkAndMiller.Get(element.index + 1000);

            var normalRot = Quaternion.LookRotation(element.normal);
            var slant     = Quaternion.AngleAxis(profile.Slant * 90f * (rand - 0.5f), Vector3.right);
            var slantWeak = Quaternion.AngleAxis(profile.Slant * 45f * (rand - 0.5f), Vector3.right);
            var upRot     = Quaternion.AngleAxis(360f * rand, Vector3.up);
            var idealRot  = normalRot *
                            Quaternion.AngleAxis(90f, Vector3.right) *
                            upRot;
            var rot = idealRot * slant;

//            var scale = profile.Scale * (1 + 0.4f * (rand - 0.5f));
            var scale    = Vector3.one * (1 + 0.4f * (rand - 0.5f));
            var rightVec = element.index % 2 == 0 ? rot * Vector3.right : rot * -Vector3.right;
            var upVec    = rot * Vector3.up;

            for (var i = 0; i < templateData.vertexCount; i++)
            {
                var vertPos = element.position + Vector3.up * profile.GroundOffset +
                              rot * Vector3.Scale(templateData.scaledVertices[i], scale);
                meshData.vertices[vOrigin + i] = vertPos;
                switch (profile.NormalType)
                {
                case NormalType.Up:
                    meshData.normals[vOrigin + i] = idealRot * Vector3.up;
                    break;

                default:
                    meshData.normals[vOrigin + i] = templateData.normals[i];
                    break;
                }

                var uv = templateData.uvs[i];

                var attr    = new MassiveGrassProfile.VertAttribute(density, rand, element.position, templateData.vertices[i]);
                var vColorR = profile.GetCustomVertexData(VertexDataType.VertexColorR, attr);
                var vColorG = profile.GetCustomVertexData(VertexDataType.VertexColorG, attr);
                var vColorB = profile.GetCustomVertexData(VertexDataType.VertexColorB, attr);
                var vColorA = profile.GetCustomVertexData(VertexDataType.VertexColorA, attr);
                var uv1Z    = profile.GetCustomVertexData(VertexDataType.UV1Z, attr);
                var uv1W    = profile.GetCustomVertexData(VertexDataType.UV1W, attr);
                var color   = new Color(vColorR, vColorG, vColorB, vColorA);

                meshData.colors[vOrigin + i] = color;
                meshData.uvs[vOrigin + i]    = new Vector4(uv.x, uv.y, uv1Z, uv1W);
            }

            for (var i = 0; i < templateData.indecesCount; i++)
            {
                var vi = vOrigin + templateData.triangles[i];
                if (vi >= vOrigin + templateData.vertexCount)
                {
                    var a = 100;
                }

                meshData.triangles[iOrigin + i] = vOrigin + templateData.triangles[i];
            }
        }