Example #1
0
        // GENERATE
        public override GameObject generate(bool makeGameObjects, AXParametricObject initiator_po, bool isReplica)
        {
            if (parametricObject == null || !parametricObject.hasInputMeshReady("Input Mesh"))
            {
                return(null);
            }

            preGenerate();

            float amount = parametricObject.floatValue("amount");

            List <AXMesh> ax_meshes = new List <AXMesh>();

            AXParameter        input_p      = parametricObject.getParameter("Input Mesh");
            AXParametricObject input_parent = input_p.DependsOn.Parent;

            Matrix4x4 sourceLocalTrans = input_parent.getLocalTransformMatrix();
            Matrix4x4 sourceLocalAxis  = input_parent.getAxisRotationMatrix();
            Matrix4x4 sourceLocalAlign = input_parent.generator.getLocalAlignMatrix();

            // just pass it through, but use grandparent's transform!


            for (int i = 0; i < input_p.DependsOn.meshes.Count; i++)
            {
                // Instance does not inhereit and build on the transform of its source object.
                AXMesh    amesh = input_p.DependsOn.meshes [i];
                Mesh      m     = amesh.mesh;
                Vector3[] verts = m.vertices;
                for (int j = 0; j < verts.Length; j++)
                {
                    float new_y = (verts [j].y < .01) ? verts [j].y : verts [j].y + amount * (Mathf.PerlinNoise(verts [j].x, verts [j].z) * .5f);
                    verts [j] = new Vector3(verts [j].x, new_y, verts [j].z);
                }
                m.vertices = verts;
                ax_meshes.Add(amesh.Clone(amesh.transMatrix * sourceLocalAlign.inverse * sourceLocalAxis.inverse * sourceLocalTrans.inverse));
            }

            parametricObject.bounds = input_parent.bounds;
            parametricObject.finishMultiAXMeshAndOutput(ax_meshes, isReplica);


            return(null);
        }
Example #2
0
        // GENERATE
        public override GameObject generate(bool makeGameObjects, AXParametricObject initiator_po, bool isReplica)
        {
            if (parametricObject == null || !parametricObject.hasInputMeshReady("Input Mesh"))
            {
                return(null);
            }

            preGenerate();

            Terrain terrain = parametricObject.terrain;
            //float terrainY = 0;


            //float amount  = parametricObject.floatValue("amount");

            List <AXMesh> ax_meshes = new List <AXMesh>();

            AXParameter input_p    = parametricObject.getParameter("Input Mesh");
            AXParameter inputSrc_p = input_p.DependsOn;

            AXParametricObject inputSrc_po = inputSrc_p.parametricObject;

            Matrix4x4 sourceLocalTrans = inputSrc_po.getLocalTransformMatrix();
            Matrix4x4 sourceLocalAxis  = inputSrc_po.getAxisRotationMatrix();
            Matrix4x4 sourceLocalAlign = inputSrc_po.getLocalAlignMatrix();

            // just pass it through, but use grandparent's transform!

            //inputSrc_po.generator.generate(false, null, true);

            if (inputSrc_p != null && inputSrc_p.meshes != null)
            {
                for (int i = 0; i < inputSrc_p.meshes.Count; i++)
                {
                    // Instance does not inhereit and build on the transform of its source object.

                    AXMesh    amesh = inputSrc_p.meshes [i].Clone();
                    Mesh      m     = amesh.mesh;
                    Vector3[] verts = m.vertices;
                    for (int j = 0; j < verts.Length; j++)
                    {
                        //float new_y = (verts[i].y < .01) ? verts[i].y : verts[i].y+amount* (Mathf.PerlinNoise(verts[i].x,  verts[i].z) *  .5f);

                        float new_y = (terrain == null) ? verts [j].y : verts [j].y + terrain.SampleHeight(parametricObject.model.gameObject.transform.TransformPoint(parametricObject.localMatrix.MultiplyPoint(verts [j])));

                        verts [j] = new Vector3(verts [j].x, new_y, verts [j].z);
                    }
                    m.vertices = verts;
                    ax_meshes.Add(amesh.Clone(amesh.transMatrix * sourceLocalAlign.inverse * sourceLocalAxis.inverse * sourceLocalTrans.inverse));
                }

                parametricObject.bounds = inputSrc_po.bounds;
                parametricObject.finishMultiAXMeshAndOutput(ax_meshes, isReplica);


                if (makeGameObjects)
                {
                    return(parametricObject.makeGameObjectsFromAXMeshes(ax_meshes, true));
                }
            }


            return(null);
        }