Esempio n. 1
0
        Vector3 GetPositionAlongPoints(float val, out float w)
        {
            // Reduce by tiny amount so we can still sample up!
            // Also it gives us less of a chance of hitting the points exactly
            float v = val * .99f * ((float)numPoints - 1);

            float up    = Mathf.Ceil(v);
            float down  = Mathf.Floor(v);
            float inVal = v - down;

            Vector3 fPos;


            if (inVal == 0 || up == down)
            {
                fPos = points[(int)down].position;
                w    = points[(int)down].width;
            }
            else
            {
                BranchPoint p1 = points[(int)down];
                BranchPoint p2 = points[(int)up];
                fPos = cubicPoint(inVal, p1.position, p1.position + p1.normal / 3, p2.position - p2.normal / 3, p2.position);
                w    = Mathf.Lerp(p1.width, p2.width, inVal);
            }

            return(fPos);
        }
Esempio n. 2
0
        public void GetBarkData(float x, float y, out Vector3 pos, out Vector3 centerPos, out Vector3 dir, out Vector3 nor, out Vector3 tang, out float life, out float width)
        {
            float v     = x * .99f * ((float)numPoints - 1);
            float angle = y * 2 * Mathf.PI;


            float up    = Mathf.Ceil(v);
            float down  = Mathf.Floor(v);
            float inVal = v - down;

            Vector3 fPos;
            Vector3 fPos1;


            float fLife;
            float fWidth;

            if (inVal == 0 || up == down)
            {
                v    += .0001f;
                up    = Mathf.Ceil(v);
                down  = Mathf.Floor(v);
                inVal = v - down;
            }

            BranchPoint p1 = points[(int)down];
            BranchPoint p2 = points[(int)up];

            fPos  = cubicPoint(inVal, p1.position, p1.position + p1.normal / 3, p2.position - p2.normal / 3, p2.position);
            fPos1 = cubicPoint(inVal + .001f, p1.position, p1.position + p1.normal / 3, p2.position - p2.normal / 3, p2.position);

            fLife  = Mathf.Lerp(p1.timeCreated, p2.timeCreated, inVal);
            fWidth = Mathf.Lerp(p1.width, p2.width, inVal);


            Vector3 fNor = Vector3.Lerp(p1.normal, p2.normal, inVal);
            Vector3 fTan = Vector3.Lerp(p1.tangent, p2.tangent, inVal);
            Vector3 fBi  = Vector3.Lerp(p1.binormal, p2.binormal, inVal);

            Vector3 outVec = (fTan * Mathf.Sin(angle) - fBi * Mathf.Cos(angle)) * fWidth;

            centerPos = fPos;
            fPos     += outVec;    // radius;;

            pos   = fPos;
            dir   = (fPos1 - fPos).normalized;
            nor   = outVec.normalized;
            tang  = Vector3.Cross(nor, dir).normalized;
            life  = fLife;
            width = fWidth;
        }
Esempio n. 3
0
        // Making points along each branch
        public void MakePoints()
        {
            Vector3 currPos = startPosition;

            tree.currentTotalPoints += numPoints;

            // place the points along the branch
            for (int i = 0; i < numPoints; i++)
            {
                float valInBranch = ((float)i / ((float)numPoints - 1));

                float widthMultiplier = 1;
                if (iterationLevel == 0)
                {
                    widthMultiplier = tree.trunkCurve.Evaluate(valInBranch);
                }
                else
                {
                    widthMultiplier = tree.branchCurve.Evaluate(valInBranch);
                }


                if (i != 0)
                {
                    float currNoiseSize  = currVal(tree.noiseSize, tree.noiseSizeReducer);
                    float currNoisePower = currVal(tree.noisePower, tree.noisePowerReducer);


                    float currUp = currVal(tree.upDesire, tree.upDesireReducer);

                    if (i != 1)
                    {
                        Vector3 dir = points[i - 1].position - points[i - 2].position;
                        currPos += dir.normalized * length * ((float)1 / ((float)numPoints - 1));
                    }
                    else
                    {
                        currPos += length * direction * ((float)1 / ((float)numPoints - 1));
                    }

                    currPos += currUp * Vector3.up * .003f;

                    Vector3 noiseDir = Perlin.CurlNoise(currPos * currNoiseSize + tree.noiseOffset);

                    currPos += noiseDir * currNoisePower * .04f;
                }

                float fWidth = baseWidth * widthMultiplier;

                BranchPoint p = new BranchPoint(currPos, valInBranch, timeCreated + valInBranch, fWidth);
                points.Add(p);
                // TODO ADD NOISE
            }

            // Gets Tangents for each of the points for sake of
            // cubic beziers
            for (int i = 0; i < numPoints; i++)
            {
                BranchPoint p = points[i];

                if (i == 0)
                {
                    p.normal = (points[1].position - p.position);
                }
                else if (i == points.Count - 1)
                {
                    p.normal = (p.position - points[points.Count - 2].position);
                }
                else
                {
                    p.normal = -(points[i - 1].position - points[i + 1].position);
                }


                if (i == 0)
                {
                    p.tangent  = (Vector3.Cross(p.normal.normalized, Vector3.left)).normalized;
                    p.binormal = (Vector3.Cross(p.normal, p.tangent)).normalized;
                }
                else
                {
                    p.tangent  = -(Vector3.Cross(p.normal.normalized, points[i - 1].binormal)).normalized;
                    p.binormal = (Vector3.Cross(p.normal, p.tangent)).normalized;
                }

                points[i] = p;
            }
        }