Esempio n. 1
0
        /// <summary>
        /// Calculates the smallest Y/Z position based on the raycast hit and brushsettings
        /// </summary>
        /// <param name="hit">Raycast hit position</param>
        /// <param name="brush">The brush used</param>
        int CalculateYbase(Vector3 hit, TerrainBrush brush)
        {
            // get position of the hit as percentile of the terrain Y axis
            float tempYCoord = (hit - m_Terrain.gameObject.transform.position).z / m_Terrain.terrainData.size.z;

            // get the position of the terrain heightmap where the hit is
            int posYInTerrain = (int)(tempYCoord * m_HmHeight);

            int  posYrest     = 0;
            bool posYoverflow = false;

            if (posYInTerrain + m_Brush.m_BrushHeight / 2 > m_HmHeight)
            {
                posYrest     = (posYInTerrain + m_Brush.m_BrushHeight / 2) % m_HmHeight;
                posYoverflow = true;
            }
            else if (posYInTerrain - m_Brush.m_BrushHeight / 2 < 0)
            {
                posYrest = (posYInTerrain - m_Brush.m_BrushHeight / 2) % m_HmHeight;
            }
            brush.m_BrushHeight = Mathf.Abs(m_ModificationDiameter - Mathf.Abs(posYrest));

            int offsetY = brush.m_BrushHeight / 2;

            return(Mathf.Clamp(posYoverflow ? posYInTerrain + offsetY : posYInTerrain - offsetY, 0, m_HmHeight - brush.m_BrushHeight));
        }
Esempio n. 2
0
        /// <summary>
        /// Calculates the smallest X position based on the raycast hit and brushsettings
        /// </summary>
        /// <param name="hit">Raycast hit position</param>
        /// <param name="brush">The brush used</param>
        /// <returns></returns>
        int CalculateXbase(Vector3 hit, TerrainBrush brush)
        {
            // get position of the hit as percentile of the terrain X axis
            float tempXCoord = (hit - m_Terrain.gameObject.transform.position).x / m_Terrain.terrainData.size.x;

            // get the position of the terrain heightmap where the hit is
            int posXInTerrain = (int)(tempXCoord * m_HmWidth);

            int  posXrest     = 0;
            bool posXoverflow = false;

            if (posXInTerrain + m_Brush.m_BrushWidth / 2 > m_HmWidth)
            {
                posXrest     = (posXInTerrain + m_Brush.m_BrushWidth / 2) % m_HmWidth;
                posXoverflow = true;
            }
            else if (posXInTerrain - m_Brush.m_BrushWidth / 2 < 0)
            {
                posXrest = (posXInTerrain - m_Brush.m_BrushWidth / 2) % m_HmWidth;
            }
            brush.m_BrushWidth = Mathf.Abs(m_ModificationDiameter - Mathf.Abs(posXrest));

            int offsetX = brush.m_BrushWidth / 2;

            return(Mathf.Clamp(posXoverflow ? posXInTerrain + offsetX : posXInTerrain - offsetX, 0, m_HmWidth - brush.m_BrushWidth));
        }
Esempio n. 3
0
 /// <summary>
 /// Initialize the variables
 /// </summary>
 private void Awake()
 {
     m_Terrain        = Terrain.activeTerrain;
     m_HmWidth        = m_Terrain.terrainData.heightmapWidth;
     m_HmHeight       = m_Terrain.terrainData.heightmapHeight;
     m_AssignSplatMap = GetComponent <AssignSplatMap>();
     m_OldTerrainData = m_Terrain.terrainData.GetHeights(0, 0, m_HmWidth, m_HmHeight);
     m_Brush          = new TerrainBrush(m_MinHeight, m_MaxHeight);
     m_TerrainWater   = transform.parent.Find("Terrain").Find("Water").GetComponent <Water>();
 }