Example #1
0
        public void ScatterObject(GameObject objToScatter, int numObjects, Quaternion objRot, int exclusionZone)
        {
            Mesh terrainMesh = terrain.GetComponent <MeshFilter>().mesh;

            Vector3[] vertices = terrainMesh.vertices;
            Vector3   objPos   = Vector3.zero;

            for (int I = 0; I < numObjects; I++)
            {
                while (true)
                {
                    int rndIndex = InfiniUtil.GetNextInt32(terrainMesh.vertices.Length);
                    objPos = vertices[rndIndex];

                    if (objPos.x > terrainMesh.bounds.min.x + exclusionZone && objPos.x < terrainMesh.bounds.max.x - exclusionZone)
                    {
                        if (objPos.z > terrainMesh.bounds.min.z + exclusionZone && objPos.z < terrainMesh.bounds.max.z - exclusionZone)
                        {
onReset:
                            foreach (Vector3 entPos in objectPositions)
                            {
                                if (Vector3.Distance(objPos, entPos) <= maxPadding)
                                {
                                    Vector2 rndRange = Random.insideUnitCircle * 2;
                                    objPos = new Vector3(objPos.x + rndRange.x + maxPadding, objPos.y, objPos.z + rndRange.y + maxPadding);
                                    goto onReset;
                                }
                            }

                            break;
                        }
                    }
                }

                GameObject.Instantiate(objToScatter, objPos, objRot);
                if (!allowOverlap)
                {
                    objectPositions.Add(objPos);
                }
            }
        }
Example #2
0
 public void ScatterObject(GameObject objToScatter, int numObjects, Vector3 rndRotAxis, Vector3 baseRotation, int exclusionZone)
 {
     for (int I = 0; I < numObjects; I++)
     {
         ScatterObject(objToScatter, 1, Quaternion.Euler(new Vector3(rndRotAxis.x * InfiniUtil.GetNextInt32(360) + baseRotation.x, rndRotAxis.y * InfiniUtil.GetNextInt32(360) + baseRotation.y, rndRotAxis.z * InfiniUtil.GetNextInt32(360) + baseRotation.z)), exclusionZone);
     }
 }