private void AttachGameObject(MeshBlock meshBlock, GroupBranch groupBranch, AdjacencyCalculator adjacencyCalculator) { SplitBoundsBranch splitBoundsBranch = groupBranch.SplitBoundsBranchContaining(meshBlock.SplittedRegion); var meshBuilder = new MeshBuilder(); adjacencyCalculator.SetupNext(groupBranch.SplittedMeshBlocks, groupBranch.Splits, meshBlock); for (var x = (int)meshBlock.OriginalBounds.MinX; x < meshBlock.OriginalBounds.MaxX; x++) { for (var y = (int)meshBlock.OriginalBounds.MinY; y < meshBlock.OriginalBounds.MaxY; y++) { for (var z = (int)meshBlock.OriginalBounds.MinZ; z < meshBlock.OriginalBounds.MaxZ; z++) { AdjacencyMatrix adjacencyMatrix = adjacencyCalculator.CalculateAdjacency(x, y, z); if (!adjacencyMatrix.IsVisible()) continue; var clipBounds = new BlockBounds(x, y, z, x + 1, y + 1, z + 1); clipBounds.ClipToBounds(groupBranch.Splits); meshBlock.MeshSource.Build(new Vector3(x, y, z) - meshBlock.OriginalBounds.Position, adjacencyMatrix, meshBlock, meshBuilder, clipBounds); } } } GameObject blockGameObject = Object.Instantiate(groupBranch.Level.Prefabs.BlockPrefab); blockGameObject.name = meshBlock.Id; blockGameObject.transform.localPosition = meshBlock.OriginalBounds.Position; splitBoundsBranch.BlocksLeaf.Attach(blockGameObject); Mesh mesh = meshBuilder.DoneCreateMesh(); blockGameObject.GetComponent<MeshFilter>().mesh = mesh; }
private void BuildSplitTrack(GroupBranch groupBranch, SubTrack track) { SplitBoundsBranch splitBranch = groupBranch.SplitBoundsBranchContaining(track.SplittedRegion); GameObject gameObj = new GameObject(track.Id); TrackExtruder trackExtruder = new TrackExtruder(TrackBuilderConfiguration.DefaultConfig); foreach (SubTrackGroup subTrackGroup in track.TrackGroups) { BezierSpline spline = subTrackGroup.Spline; Mesh trackMesh = trackExtruder.ExtrudeAlong(spline, track.SplitTrack.InitialDown); GameObject childTrack = GameObjectUtils.AsChildOf(gameObj.transform, new Vector3(), Object.Instantiate(groupBranch.Level.Prefabs.TrackPrefab)); childTrack.name = subTrackGroup.Id; childTrack.GetComponent<MeshFilter>().mesh = trackMesh; } splitBranch.TracksLeaf.Attach(gameObj); }
public BaseTree GetSplitBoundsBranch(GroupBranch groupBranch) { return groupBranch.SplitBoundsBranchContaining(BranchDefault.SubTrack.SplittedRegion); }