Ejemplo n.º 1
0
        private static void conformSelection(ProceduralObject obj, List <int> editingVertexIndex, Vertex[] buffer, bool andNetBuildings)
        {
            obj.historyEditionBuffer.InitializeNewStep(EditingStep.StepType.vertices, buffer);
            var bounds   = new Bounds(ProceduralUtils.VertexWorldPosition(buffer.First(v => v.Index == editingVertexIndex[0]).Position, obj), Vector3.zero);
            var vertices = buffer.Where(v => (editingVertexIndex.Contains(v.Index) || (v.IsDependent && editingVertexIndex.Contains(v.DependencyIndex))));

            foreach (Vertex v in vertices)
            {
                bounds.Encapsulate(ProceduralUtils.VertexWorldPosition(v.Position, obj));
            }

            Vector3 bottomPoint = bounds.center;

            bottomPoint.y -= bounds.extents.y;
            var boundsOffset = new Vector3(0, bounds.size.y, 0);

            foreach (Vertex v in vertices)
            {
                var worldPos = ProceduralUtils.VertexWorldPosition(v, obj);
                var yDiff    = worldPos.y - bottomPoint.y;
                worldPos    = ProceduralUtils.NearestGroundPointVertical(worldPos + boundsOffset, andNetBuildings);
                worldPos.y += yDiff;
                v.Position  = Quaternion.Inverse(obj.m_rotation) * (worldPos - obj.m_position);
                if (obj.isPloppableAsphalt)
                {
                    v.Position = v.Position.RevertPloppableAsphaltPosition();
                }
            }
            obj.historyEditionBuffer.ConfirmNewStep(buffer);
        }
Ejemplo n.º 2
0
        public static void SnapEachToGround(ProceduralObject obj, List <int> editingVertexIndex, Vertex[] buffer)
        {
            obj.historyEditionBuffer.InitializeNewStep(EditingStep.StepType.vertices, buffer);
            var vertices = buffer.Where(v => (editingVertexIndex.Contains(v.Index) || (v.IsDependent && editingVertexIndex.Contains(v.DependencyIndex))));

            foreach (Vertex v in vertices)
            {
                var worldPos = ProceduralUtils.NearestGroundPointVertical(ProceduralUtils.VertexWorldPosition(v, obj));
                v.Position = Quaternion.Inverse(obj.m_rotation) * (worldPos - obj.m_position);
                if (obj.isPloppableAsphalt)
                {
                    v.Position = v.Position.RevertPloppableAsphaltPosition();
                }
            }

            obj.historyEditionBuffer.ConfirmNewStep(buffer);
        }