Example #1
0
    private static void GenerateObjects(GameObject prefab, BoundingBox bbox, int countW, int countH)
    {
        Vector3 org    = bbox.position;
        float   totalW = bbox.size[0];
        float   totalH = bbox.size[1];
        float   stepW  = totalW / (float)countW;
        float   stepH  = totalH / (float)countH;

        print("stepW=" + stepW);
        print("stepH=" + stepH);

        Vector3 vectW = bbox.vects[0] * stepW;
        Vector3 vectH = bbox.vects[1] * stepH;
        Vector3 vectD = bbox.vects[2] * 1;

        for (int i = 0; i < countH; i++)
        {
            for (int j = 0; j < countW; j++)
            {
                Vector3   bp   = org + (vectW * j) + (vectH * i);
                Vector3[] ptsi = new Vector3[2];
                ptsi[0] = bp;
                ptsi[1] = ptsi[0] + vectW + vectH + vectD;
                BoundingBox bboxi = BoundingBox.CreateFromPoints(ptsi, vectW);

                ShapeObject shpo = ShapeObject.CreateBasic(prefab);
                shpo.ConformToBBoxTransform(bboxi);
            }
        }
    }
Example #2
0
        private int GenerateObjects(GameObject prefab, BoundingBox bbox, float stepW, float stepH, int totalObjectCount)
        {
            if (prefab == null)
            {
                prefab = Resources.Load(prefabPath) as GameObject;
            }
            Vector3 org    = bbox.position;
            float   totalW = bbox.size[0];
            float   totalH = bbox.size[1];



            int countW = Mathf.RoundToInt(totalW / stepW);
            int countH = Mathf.RoundToInt(totalH / stepH);

            if (countW < 1)
            {
                countW = 1;
            }
            if (countH < 1)
            {
                countH = 1;
            }

            float astepW = totalW / (float)countW;
            float astepH = totalH / (float)countH;


            Vector3 vectW = bbox.vects[0] * astepW;
            Vector3 vectH = bbox.vects[1] * astepH;
            Vector3 vectD = bbox.vects[2] * 1;

            for (int i = 0; i < countH; i++)
            {
                for (int j = 0; j < countW; j++)
                {
                    Vector3   bp   = org + (vectW * j) + (vectH * i);
                    Vector3[] ptsi = new Vector3[2];
                    ptsi[0] = bp;
                    ptsi[1] = ptsi[0] + vectW + vectH + vectD;
                    BoundingBox bboxi = BoundingBox.CreateFromPoints(ptsi, vectW);

                    if (totalObjectCount >= outputs.shapes.Count)
                    {
                        ShapeObject nso = ShapeObject.CreateBasic(prefab, true);
                        nso.parentRule = this;
                        outputs.shapes.Add(nso);
                    }
                    ShapeObject shpo = outputs.shapes[totalObjectCount];
                    shpo.ConformToBBoxTransform(bboxi);
                    totalObjectCount += 1;
                }
            }
            return(totalObjectCount);
        }