Esempio n. 1
0
        public GrassEntitiesSet CreateGrassTuft()
        {
            //var tuftObj = new GameObject {name = "grassTuft"};

            var   elementsRange         = RandomTuftGenerator.GetTuftElementsRange();
            int   elementsCount         = RandomTuftGenerator.GetTuftCount(elementsRange);
            var   anglesList            = RandomTuftGenerator.GetRandomAngles(elementsCount, elementsRange.Max);
            float radiusFromCenter      = 0.1f;
            List <GrassEntity> entities = new List <GrassEntity>();

            foreach (var angle in anglesList)
            {
                float radiousRandomOffset = RandomTuftGenerator.GetPositionOffset();
                var   grassEntity         = new GrassEntity
                {
                    Position =
                        new Vector3((radiusFromCenter + radiousRandomOffset) * (float)Math.Sin(angle), 0,
                                    (radiusFromCenter + radiousRandomOffset) * (float)Math.Cos(angle + 90)),
                    Rotation = new Vector3(0, angle, 0),
                    Scale    = RandomGrassGenerator.GetScale(),
                };
                entities.Add(grassEntity);
            }

            return(new GrassEntitiesSet(entities));
        }
        public override void SetSettings(GrassEntitiesSet aGrass)
        {
            var     tuftHue                   = RandomGrassGenerator.GetHue();
            var     tuftValue                 = RandomGrassGenerator.GetValue();
            var     randomSaturation          = RandomGrassGenerator.GetSaturation(); //todo use it
            MyRange basePlantBendingStiffness = RandomTuftGenerator.GetBasePlantBendingStiffness();
            MyRange basePlantBendingValue     = RandomTuftGenerator.GetBasePlantBendingValue();

            ForeachEntity(aGrass, c => c.AddUniform(GrassShaderUniformName._PlantBendingStiffness, RandomTuftGenerator.GetPlantBendingStiffness(basePlantBendingStiffness)));
            ForeachEntity(aGrass, c => c.AddUniform(GrassShaderUniformName._InitialBendingValue, RandomTuftGenerator.GetPlantBendingValue(basePlantBendingValue)));
            ForeachEntity(aGrass, c => c.AddUniform(GrassShaderUniformName._Color, RandomGrassGenerator.GetGrassColor(tuftHue)));
            ForeachEntity(aGrass, c => c.AddUniform(GrassShaderUniformName._RandSeed, UnityEngine.Random.value));
        }