Exemple #1
0
    void SetCactus(float px, float pz, float tileHeight)
    {
        float height = Random.Range(1f, 1.5f);
        float rad    = Random.Range(0.15f, 0.3f);

        AddMesh(new Vector3(px, tileHeight, pz), Shapes.Box(rad, rad, height, GetTexture(TreeType.Cactus, TreeMat.Wood)));
        int dir = Random.Range(0, 2);

        if (dir == 0)
        {
            float h    = Random.Range(height * 0.2f, height * 0.4f);
            float len  = Random.Range(0.1f, 0.3f);
            float r    = rad * 0.5f + len * 0.5f;
            float rad1 = rad * 0.75f;
            AddMesh(new Vector3(px + r, tileHeight + h, pz), Shapes.Box(len, rad1, rad1, GetTexture(TreeType.Cactus, TreeMat.Wood)));
            h   = Random.Range(height * 0.6f, height * 0.9f);
            len = Random.Range(0.1f, 0.3f);
            r   = rad * 0.5f + len * 0.5f;
            AddMesh(new Vector3(px - r, tileHeight + h, pz), Shapes.Box(len, rad1, rad1, GetTexture(TreeType.Cactus, TreeMat.Wood)));
        }
        else
        {
            float h    = Random.Range(height * 0.2f, height * 0.4f);
            float len  = Random.Range(0.1f, 0.3f);
            float r    = rad * 0.5f + len * 0.5f;
            float rad1 = rad * 0.75f;
            AddMesh(new Vector3(px, tileHeight + h, pz + r), Shapes.Box(rad1, len, rad1, GetTexture(TreeType.Cactus, TreeMat.Wood)));
            h   = Random.Range(height * 0.6f, height * 0.9f);
            len = Random.Range(0.1f, 0.3f);
            r   = rad * 0.5f + len * 0.5f;
            AddMesh(new Vector3(px, tileHeight + h, pz - r), Shapes.Box(rad1, len, rad1, GetTexture(TreeType.Cactus, TreeMat.Wood)));
        }
    }
Exemple #2
0
    void SetPine(float px, float pz, float tileHeight)
    {
        float height = Random.Range(0.5f, 1f);
        float rad    = Random.Range(0.15f, 0.3f);

        AddMesh(new Vector3(px, tileHeight, pz), Shapes.Box(rad, rad, height, GetTexture(TreeType.Pine, TreeMat.Wood)));
        int   level = Random.Range(3, 5);
        float hPos  = tileHeight + height;

        for (int i = 0; i < level; i++)
        {
            float r = (rad * (2 + level - i));
            float h = r;
            AddMesh(new Vector3(px, hPos, pz), Shapes.Cone(h, r, 0.1f, 6, GetTexture(TreeType.Pine, TreeMat.Leafs)));
            hPos += h * 0.75f;
        }
    }
	Mesh GetMesh()
	{
		Mesh mesh = new Mesh();
		vertices = new List<Vector3>();
		triangles = new List<int>();
		normals = new List<Vector3>();
		uvs = new List<Vector2>();
		Rect texRect = new Rect(0, 0, 1f, 1f);
		float width = 0.2f * Own.Params.JawsParam.JawsLevel;
		float length = 0.1f * Own.Params.JawsParam.JawsLevel;
		float height = 0.2f*Generator.LOW_FIBONACCI * Own.Params.JawsParam.JawsLevel;
		AddToMesh(new Vector3(0, 0, 0.5f * length), Shapes.Box(width, length, height, texRect));
		mesh.vertices = vertices.ToArray();
		mesh.triangles = triangles.ToArray();
		mesh.normals = normals.ToArray();
		mesh.uv = uvs.ToArray();
		mesh.name = GetType().Name;
		return mesh;
	}
    Mesh GetMesh()
    {
        Mesh mesh = new Mesh();

        vertices  = new List <Vector3>();
        triangles = new List <int>();
        normals   = new List <Vector3>();
        uvs       = new List <Vector2>();
        Rect  texRect = new Rect(0, 0, 1f, 1f);
        float width   = 1f;
        float length  = 1f;
        float height  = 1f;

        AddToMesh(new Vector3(0, 0, -length * 0.5f), Shapes.Box(width, length, height, texRect));
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.normals   = normals.ToArray();
        mesh.uv        = uvs.ToArray();
        mesh.name      = GetType().Name;
        return(mesh);
    }
Exemple #5
0
    void SetOak(float px, float pz, float tileHeight)
    {
        float height = Random.Range(1f, 2f);
        float rad    = height * 0.15f;

        AddMesh(new Vector3(px, tileHeight, pz), Shapes.Box(rad, rad, height, GetTexture(TreeType.Oak, TreeMat.Wood)));
        int level = (int)(height / Random.Range(0.3f, 0.5f));

        for (int i = 0; i < level - 1; i++)
        {
            float e   = height / level;
            int   dir = Random.Range(0, 2);
            if (dir == 0)
            {
                float h = e * i + Random.Range(0, e);
                float d = Random.Range(rad * 0.5f, rad * 0.5f + i * 0.01f);
                float r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px + r, tileHeight + h, pz), Shapes.Box(d, d, d, GetTexture(TreeType.Oak, TreeMat.Leafs)));
                h = e * i + Random.Range(0, e);
                d = Random.Range(rad * 0.5f, rad * 0.5f + i * 0.05f);
                r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px - r, tileHeight + h, pz), Shapes.Box(d, d, d, GetTexture(TreeType.Oak, TreeMat.Leafs)));
            }
            else
            {
                float h = e * i + Random.Range(0, e);
                float d = Random.Range(rad * 0.5f, rad * 0.5f + i * 0.01f);
                float r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px, tileHeight + h, pz + r), Shapes.Box(d, d, d, GetTexture(TreeType.Oak, TreeMat.Leafs)));
                h = e * i + Random.Range(0, e);
                d = Random.Range(rad * 0.5f, rad * 0.5f + i * 0.01f);
                r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px, tileHeight + h, pz - r), Shapes.Box(d, d, d, GetTexture(TreeType.Oak, TreeMat.Leafs)));
            }
        }
        float s = Random.Range(rad * 3f, rad * 4f);

        AddMesh(new Vector3(px, tileHeight + height, pz), Shapes.Box(s, s, s * 1.2f, GetTexture(TreeType.Oak, TreeMat.Leafs)));
    }
Exemple #6
0
    void SetRainforest(float px, float pz, float tileHeight)
    {
        float height = Random.Range(3f, 5f);
        float rad    = height * 0.1f;

        AddMesh(new Vector3(px, tileHeight, pz), Shapes.Box(rad, rad, height, GetTexture(TreeType.Rainforest, TreeMat.Wood)));
        int level = Random.Range(5, 8);

        for (int i = 0; i < level - 1; i++)
        {
            float e   = height / level;
            int   dir = Random.Range(0, 2);
            if (dir == 0)
            {
                float h = Random.Range(0, e) + e * i;
                float d = Random.Range(0.5f, 0.5f + i * 0.2f);
                float r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px + r, tileHeight + h, pz), Shapes.Box(d, d, d * 0.33f, GetTexture(TreeType.Rainforest, TreeMat.Leafs)));
                h = Random.Range(0, e) + e * i;
                d = Random.Range(0.5f, 0.5f + i * 0.2f);
                r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px - r, tileHeight + h, pz), Shapes.Box(d, d, d * 0.33f, GetTexture(TreeType.Rainforest, TreeMat.Leafs)));
            }
            else
            {
                float h = Random.Range(0, e) + e * i;
                float d = Random.Range(0.5f, 0.5f + i * 0.2f);
                float r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px, tileHeight + h, pz + r), Shapes.Box(d, d, d * 0.33f, GetTexture(TreeType.Rainforest, TreeMat.Leafs)));
                h = Random.Range(0, e) + e * i;
                d = Random.Range(0.5f, 0.5f + i * 0.2f);
                r = rad * 0.5f + d * 0.5f;
                AddMesh(new Vector3(px, tileHeight + h, pz - r), Shapes.Box(d, d, d * 0.33f, GetTexture(TreeType.Rainforest, TreeMat.Leafs)));
            }
        }
        float up = Random.Range(height * 0.3f, height * 0.5f);

        AddMesh(new Vector3(px, tileHeight + height, pz), Shapes.Box(up, up, up * 0.2f, GetTexture(TreeType.Rainforest, TreeMat.Leafs)));
    }
    Mesh GetMesh()
    {
        Mesh mesh = new Mesh();

        vertices  = new List <Vector3>();
        triangles = new List <int>();
        normals   = new List <Vector3>();
        uvs       = new List <Vector2>();
        Rect  texRect = new Rect(0, 0, 1f, 1f);
        float w       = Own.Params.ShellParam.ShellLevel * 0.1f;
        float l       = Own.Params.ShellParam.ShellLevel * 0.1f;
        float h       = Own.Params.ShellParam.ShellLevel * 0.05f;
        float width   = 1f + w;
        float length  = 1f + l;
        float height  = 1f + h;

        AddToMesh(new Vector3(0, h, -0.5f - l), Shapes.Box(width, length, height, texRect));
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.normals   = normals.ToArray();
        mesh.uv        = uvs.ToArray();
        mesh.name      = GetType().Name;
        return(mesh);
    }
Exemple #8
0
    Mesh GetMesh()
    {
        Mesh mesh = new Mesh();

        vertices  = new List <Vector3>();
        triangles = new List <int>();
        normals   = new List <Vector3>();
        uvs       = new List <Vector2>();
        Rect    texRect = new Rect(0, 0, 1f, 1f);
        Vector3 v       = GetSize();
        float   width   = v.x;
        float   length  = v.z;
        float   height  = v.y;

        AddToMesh(new Vector3(-Generator.LOW_FIBONACCI * 0.5f, -height, 0.5f * length - Generator.LOW_FIBONACCI), Shapes.Box(width, length, height, texRect));
        AddToMesh(new Vector3(Generator.LOW_FIBONACCI * 0.5f, -height, 0.5f * length - Generator.LOW_FIBONACCI), Shapes.Box(width, length, height, texRect));
        mesh.vertices  = vertices.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.normals   = normals.ToArray();
        mesh.uv        = uvs.ToArray();
        mesh.name      = GetType().Name;
        return(mesh);
    }
Exemple #9
0
    void SetAcacia(float px, float pz, float tileHeight)
    {
        float height = Random.Range(1.5f, 2.5f);
        float rad    = Random.Range(0.25f, 0.35f);

        AddMesh(new Vector3(px, tileHeight, pz), Shapes.Box(rad, rad, height, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        float dw = Random.Range(height * 0.75f, height);
        float dl = Random.Range(height * 0.75f, height);

        AddMesh(new Vector3(px, tileHeight + height, pz), Shapes.Box(dw, dl, dw * 0.2f, GetTexture(TreeType.Acacia, TreeMat.Leafs)));
        //right branch
        float len  = Random.Range(height * 0.5f, height);
        float h    = Random.Range(height * 0.6f, height * 0.8f);
        float r    = (rad + len) * 0.5f;
        float rad1 = rad * 0.75f;

        AddMesh(new Vector3(px + r, tileHeight + h, pz), Shapes.Box(len, rad1, rad1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        rad1 *= 0.75f;
        float h1 = Random.Range(0.5f, 0.75f) * (height - h);
        float r2 = rad * 0.5f + len + rad1 * 0.5f;

        AddMesh(new Vector3(px + r2, tileHeight + h, pz), Shapes.Box(rad1, rad1, h1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        dw = Random.Range(len * 0.5f, len * 0.75f);
        dl = Random.Range(len * 0.5f, len * 0.75f);
        AddMesh(new Vector3(px + r2, tileHeight + h + h1, pz), Shapes.Box(dw, dl, dw * 0.2f, GetTexture(TreeType.Acacia, TreeMat.Leafs)));
        //left branch
        len  = Random.Range(height * 0.5f, height);
        h    = Random.Range(height * 0.6f, height * 0.8f);
        r    = (rad + len) * 0.5f;
        rad1 = rad * 0.75f;
        AddMesh(new Vector3(px - r, tileHeight + h, pz), Shapes.Box(len, rad1, rad1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        rad1 *= 0.75f;
        h1    = Random.Range(0.5f, 0.75f) * (height - h);
        r2    = rad * 0.5f + len + rad1 * 0.5f;
        AddMesh(new Vector3(px - r2, tileHeight + h, pz), Shapes.Box(rad1, rad1, h1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        dw = Random.Range(len * 0.5f, len * 0.75f);
        dl = Random.Range(len * 0.5f, len * 0.75f);
        AddMesh(new Vector3(px - r2, tileHeight + h + h1, pz), Shapes.Box(dw, dl, dw * 0.2f, GetTexture(TreeType.Acacia, TreeMat.Leafs)));
        //forward branch
        len  = Random.Range(height * 0.25f, height * 0.5f);
        h    = Random.Range(height * 0.6f, height * 0.8f);
        r    = (rad + len) * 0.5f;
        rad1 = rad * 0.75f;
        AddMesh(new Vector3(px, tileHeight + h, pz + r), Shapes.Box(rad1, len, rad1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        rad1 *= 0.75f;
        h1    = Random.Range(0.5f, 0.75f) * (height - h);
        r2    = rad * 0.5f + len + rad1 * 0.5f;
        AddMesh(new Vector3(px, tileHeight + h, pz + r2), Shapes.Box(rad1, rad1, h1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        dw = Random.Range(len * 0.5f, len * 0.75f);
        dl = Random.Range(len * 0.5f, len * 0.75f);
        AddMesh(new Vector3(px, tileHeight + h + h1, pz + r2), Shapes.Box(dw, dl, dw * 0.2f, GetTexture(TreeType.Acacia, TreeMat.Leafs)));

        //back branch
        len  = Random.Range(height * 0.25f, height * 0.5f);
        h    = Random.Range(height * 0.6f, height * 0.8f);
        r    = rad * 0.5f + len * 0.5f;
        rad1 = rad * 0.75f;
        AddMesh(new Vector3(px, tileHeight + h, pz - r), Shapes.Box(rad1, len, rad1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        rad1 *= 0.75f;
        h1    = Random.Range(0.5f, 0.75f) * (height - h);
        r2    = rad * 0.5f + len + rad1 * 0.5f;
        AddMesh(new Vector3(px, tileHeight + h, pz - r2), Shapes.Box(rad1, rad1, h1, GetTexture(TreeType.Acacia, TreeMat.Wood)));
        dw = Random.Range(len * 0.5f, len * 0.75f);
        dl = Random.Range(len * 0.5f, len * 0.75f);
        AddMesh(new Vector3(px, tileHeight + h + h1, pz - r2), Shapes.Box(dw, dl, dw * 0.2f, GetTexture(TreeType.Acacia, TreeMat.Leafs)));
    }