Ejemplo n.º 1
0
        private static bool TraverseAndStream(QtNode <GrassPatch> node, TraversalData data)
        {
            Vector3 position = To3D(node.GetCenter());

            position.y = node.Value.Height;

            bool isInRange = Vector3.SqrMagnitude(data.SubjectPosition - position) <= data.LodRanges[node.Depth];

            // Todo: save memory by only assigning values to nodes that will actually carry a payload; the leaves

            if (!node.HasChildren)
            {
                if (isInRange)
                {
                    data.LoadRequests.Add(node);
                }
                else
                {
                    data.UnloadRequests.Add(node);
                }
            }

            bool stateChange = node.Value.WasInRange != isInRange;

            node.Value.WasInRange = isInRange;

            return(isInRange || stateChange);
        }
Ejemplo n.º 2
0
 private static bool TraverseAndDrawGizmos(QtNode <GrassPatch> node, TraversalData data)
 {
     if (node.Value.State != NodeState.Unloaded)
     {
         Vector3 position = To3D(node.GetCenter());
         position.y   = node.Value.Height;
         Gizmos.color = NodeStateColors[(int)node.Value.State];
         Gizmos.DrawWireCube(position, new Vector3(node.Size, 1f, node.Size));
     }
     return(node.Value.WasInRange);
 }
Ejemplo n.º 3
0
        private void SetupQuadTree()
        {
            Vector2 bottomLeft = Vector2.one * (_terrain.Config.TotalTerrainSize * -0.5f);

            _tree = QuadTreeUtils.Create <GrassPatch>(
                _terrain.Config.TotalTerrainSize,
                _terrain.Config.PatchSize,
                bottomLeft,
                (node) => {
                // Construct a node, lookup and cache its center terrain height
                Vector2 center       = node.GetCenter();
                Vector3 position     = To3D(center);
                TerrainTile tile     = _terrain.GetTile(position);
                Vector2 terrainCoord = new Vector2(
                    (center.x - tile.transform.position.x) / _terrain.Config.TileSize,
                    (center.y - tile.transform.position.z) / _terrain.Config.TileSize);
                float height = tile.Terrain.terrainData.GetInterpolatedHeight(terrainCoord.x, terrainCoord.y);
                var patch    = new GrassPatch(node.Coord, height);
                return(patch);
            });

            _traversalData = new TraversalData(_tree.MaxDepth, _terrain.Config.PatchSize, _config.StreamRadius);
        }