Esempio n. 1
0
        private void PlaceTrees(List <Vector3> placementPositions, TerrainLookup terrainLookup)
        {
            var treeInstances = new Dictionary <Terrain, List <TreeInstance> >();

            for (var i = 0; i < placementPositions.Count; i++)
            {
                var terrain = terrainLookup.GetTerrain(placementPositions[i]);
                var treePositionOnTerrain = GetTreePosition(terrain, placementPositions[i]);

                var protoIndex = UnityEngine.Random.Range(0,
                                                          _vegetationData.Count); //TODO: Added Weighted Probability based on Tree Probability value - Risul

                var treeInstance = _vegetationData.GetObjectAt(protoIndex);

                if (treeInstances.TryGetValue(terrain, out var trees) == false)
                {
                    trees = new List <TreeInstance>();
                    treeInstances.Add(terrain, trees);
                }

                var proportionalScale = UnityEngine.Random.Range(treeInstance.MinScale, treeInstance.MaxScale);
                var tree = new TreeInstance
                {
                    position = treePositionOnTerrain,
                    rotation = UnityEngine.Random.Range(treeInstance.MinRotation,
                                                        treeInstance.MaxRotation),
                    prototypeIndex = protoIndex,
                    color          = Color.Lerp(treeInstance.Color1,
                                                treeInstance.Color2, UnityEngine.Random.Range(0, 1)),
                    lightmapColor = treeInstance.LightColor,
                    heightScale   = proportionalScale,
                    widthScale    = proportionalScale
                };

                trees.Add(tree);
            }

            foreach (var treesPerTerrain in treeInstances)
            {
                treesPerTerrain.Key.terrainData.treeInstances = treesPerTerrain.Value.ToArray();
            }
        }
Esempio n. 2
0
        public void Vegetate(List <DrawableMap.DrawableRoad> roads, LayerMask terrainLayerMask, TerrainLookup terrainLookup)
        {
            var placementAreas            = GetPlacementAreas(roads, _settings.PlacementDepth, _settings.RoadBoundOffset);
            var placementAreasNativeArray = new NativeArray <Quad>(placementAreas.Count, Allocator.TempJob);

            placementAreasNativeArray.CopyFrom(placementAreas.ToArray());

            Profiler.BeginSample("Place Trees");

            PlaceTrees(GetPlacementPositions(terrainLayerMask, placementAreasNativeArray, _settings.MinimumDistanceBetweenTrees), terrainLookup);

            Profiler.EndSample();

            Profiler.BeginSample("Place Grass");
            for (var i = 0; i < _detailsData.Count; i++)
            {
                PlaceGrass(GetPlacementPositions(terrainLayerMask, placementAreasNativeArray, _settings.MinimumDistanceBetweenGrass), i, terrainLookup);
            }

            Profiler.EndSample();
            placementAreasNativeArray.Dispose();
        }
Esempio n. 3
0
        public void PlaceGrass(List <Vector3> placementPositions, int detailLayerIndex, TerrainLookup terrainLookup)
        {
            var terrainDetail = new Dictionary <Terrain, int[, ]>();

            for (var i = 0; i < placementPositions.Count; i++)
            {
                var terrain = terrainLookup.GetTerrain(placementPositions[i]);
                if (terrainDetail.TryGetValue(terrain, out var detailData) == false)
                {
                    detailData = new int[terrain.terrainData.detailWidth, terrain.terrainData.detailHeight];
                    terrainDetail.Add(terrain, detailData);
                }

                var detailCord = GetDetailCoordinate(terrain, placementPositions[i]);
                detailData[detailCord.y, detailCord.x] = 1;
            }

            foreach (var terrain in terrainDetail)
            {
                terrain.Key.terrainData.SetDetailLayer(0, 0, detailLayerIndex, terrain.Value);
            }
        }